fix translucent reflections not working in the end/nether on iris

This commit is contained in:
Xonk
2023-08-03 17:40:08 -04:00
parent 848cccd9da
commit 3096f7a9ba
2 changed files with 75 additions and 95 deletions

View File

@ -1,67 +1,53 @@
// #version 120
//#extension GL_EXT_gpu_shader4 : disable
#include "/lib/settings.glsl"
#include "/lib/res_params.glsl"
varying vec4 lmtexcoord;
varying vec4 color;
uniform sampler2D normals;
varying vec4 tangent;
const bool colortex4MipmapEnabled = true;
uniform sampler2D noisetex;
uniform sampler2D depthtex1;
uniform sampler2D colortex5;
uniform sampler2D texture;
uniform sampler2D specular;
uniform sampler2D normals;
varying vec4 tangent;
varying vec4 normalMat;
varying vec3 binormal;
varying vec3 viewVector;
#include "/lib/settings.glsl"
#include "/lib/res_params.glsl"
uniform sampler2D texture;
uniform sampler2D noisetex;
uniform sampler2DShadow shadow;
// uniform sampler2D gaux2;
// uniform sampler2D gaux1;
uniform sampler2D colortex5;
uniform sampler2D depthtex1;
const bool colortex4MipmapEnabled = true;
uniform vec3 sunVec;
uniform float frameTimeCounter;
uniform float lightSign;
uniform float near;
uniform float far;
uniform float sunElevation;
uniform int isEyeInWater;
uniform float rainStrength;
uniform float skyIntensityNight;
uniform float skyIntensity;
uniform int frameCounter;
uniform float frameTimeCounter;
uniform vec2 texelSize;
uniform int framemod8;
flat varying vec3 WsunVec;
uniform mat4 gbufferPreviousModelView;
uniform vec3 previousCameraPosition;
uniform float moonIntensity;
uniform float sunIntensity;
uniform vec3 sunColor;
uniform vec3 nsunColor;
uniform vec3 upVec;
uniform float sunElevation;
uniform float fogAmount;
uniform vec2 texelSize;
uniform float rainStrength;
uniform float skyIntensityNight;
uniform float skyIntensity;
flat varying vec3 WsunVec;
uniform mat4 gbufferPreviousModelView;
uniform vec3 previousCameraPosition;
uniform int framemod8;
uniform sampler2D specular;
uniform int frameCounter;
uniform int isEyeInWater;
uniform ivec2 eyeBrightness;
uniform ivec2 eyeBrightnessSmooth;
flat varying vec4 lightCol; //main light source color (rgb),used light source(1=sun,-1=moon)
flat varying vec3 averageSkyCol_Clouds;
// flat varying vec3 averageSkyCol;
#include "/lib/Shadow_Params.glsl"
@ -72,7 +58,7 @@ flat varying vec3 averageSkyCol_Clouds;
#include "/lib/clouds.glsl"
#include "/lib/stars.glsl"
#include "/lib/volumetricClouds.glsl"
#define OVERWORLD_SHADER
#define OVERWORLD
#include "/lib/diffuse_lighting.glsl"
@ -298,6 +284,7 @@ if (gl_FragCoord.x * texelSize.x < RENDER_SCALE.x && gl_FragCoord.y * texelSize
vec4 COLORTEST = vec4(Albedo,UnchangedAlpha);
vec3 p3 = mat3(gbufferModelViewInverse) * fragpos + gbufferModelViewInverse[3].xyz;
vec3 normal = normalMat.xyz;
@ -336,6 +323,7 @@ if (gl_FragCoord.x * texelSize.x < RENDER_SCALE.x && gl_FragCoord.y * texelSize
gl_FragData[2] = vec4(encodeVec2(TangentNormal), encodeVec2(COLORTEST.rg), encodeVec2(COLORTEST.ba), UnchangedAlpha);
vec3 WS_normal = viewToWorld(normal);
vec2 lightmaps2 = lmtexcoord.zw;