surprise commit

new stuff

reworked clouds, general lighting, end and nether shaders still WIP

lighting is more balanced in general.
This commit is contained in:
Xonk
2023-04-16 16:18:26 -04:00
parent 7fc3d17c05
commit 2ee6634935
223 changed files with 8807 additions and 16872 deletions

View File

@ -1,17 +1,12 @@
#version 120
#extension GL_EXT_gpu_shader4 : enable
#define TAA
#include "/lib/settings.glsl"
varying vec2 texcoord;
flat varying vec3 WsunVec;
flat varying vec3 ambientUp;
flat varying vec3 ambientLeft;
flat varying vec3 ambientRight;
flat varying vec3 ambientB;
flat varying vec3 ambientF;
flat varying vec3 ambientDown;
flat varying vec3 avgAmbient;
flat varying vec4 lightCol;
flat varying float tempOffsets;
flat varying vec2 TAA_Offset;
flat varying vec3 zMults;
@ -43,26 +38,14 @@ void main() {
texcoord = gl_MultiTexCoord0.xy;
tempOffsets = HaltonSeq2(frameCounter%10000);
TAA_Offset = offsets[frameCounter%8];
#ifndef TAA
TAA_Offset = vec2(0.0);
TAA_Offset = vec2(0.0);
#endif
vec3 sc = texelFetch2D(colortex4,ivec2(6,37),0).rgb;
ambientUp = texelFetch2D(colortex4,ivec2(0,37),0).rgb;
ambientDown = texelFetch2D(colortex4,ivec2(1,37),0).rgb;
ambientLeft = texelFetch2D(colortex4,ivec2(2,37),0).rgb;
ambientRight = texelFetch2D(colortex4,ivec2(3,37),0).rgb;
ambientB = texelFetch2D(colortex4,ivec2(4,37),0).rgb;
ambientF = texelFetch2D(colortex4,ivec2(5,37),0).rgb;
avgAmbient = texelFetch2D(colortex4,ivec2(11,37),0).rgb;
lightCol.a = float(sunElevation > 1e-5)*2-1.;
lightCol.rgb = sc;
WsunVec = lightCol.a*normalize(mat3(gbufferModelViewInverse) *sunPosition);
avgAmbient = texelFetch2D(colortex4,ivec2(0,37),0).rgb;
zMults = vec3((far * near)*2.0,far+near,far-near);
}