From 447419a57caaa5f4879c2b93e65a5ff7082b3f35 Mon Sep 17 00:00:00 2001 From: Xonk Date: Sun, 8 Oct 2023 15:33:05 -0400 Subject: [PATCH] fix VL_RENDER_RESOLUTION not working correct. add back OLD_LIGHTLEAK_FIX setting. --- shaders/dimensions/composite1.fsh | 10 +++++++--- shaders/dimensions/composite2.fsh | 1 + shaders/dimensions/composite2.vsh | 4 +++- 3 files changed, 11 insertions(+), 4 deletions(-) diff --git a/shaders/dimensions/composite1.fsh b/shaders/dimensions/composite1.fsh index 498fbac..3902cb4 100644 --- a/shaders/dimensions/composite1.fsh +++ b/shaders/dimensions/composite1.fsh @@ -793,13 +793,16 @@ void main() { inShadowmapBounds = true; } - float lightmapAsShadows = 1.0 ; + float lightmapAsShadows = 1.0; if(!inShadowmapBounds && !iswater){ lightmapAsShadows = min(max(lightmap.y-0.8, 0.0) * 25,1.0); Shadows = lightmapAsShadows; } - // if(!inShadowmapBounds) Shadows = 1.0; + + #ifdef OLD_LIGHTLEAK_FIX + if (isEyeInWater == 0) Shadows *= clamp(pow(eyeBrightnessSmooth.y/240. + lightmap.y,2.0) ,0.0,1.0); // light leak fix + #endif @@ -840,8 +843,9 @@ void main() { Direct_SSS = SubsurfaceScattering_sun(albedo, ShadowBlockerDepth, sunSSS_density, clamp(dot(feetPlayerPos_normalized, WsunVec),0.0,1.0), inShadowmapBounds) ; } - + if (isEyeInWater == 0) Direct_SSS *= clamp(pow(eyeBrightnessSmooth.y/240. + lightmap.y,2.0) ,0.0,1.0); // light leak fix + if (!inShadowmapBounds) Direct_SSS *= lightmapAsShadows; #endif diff --git a/shaders/dimensions/composite2.fsh b/shaders/dimensions/composite2.fsh index 66ff7dc..c2f3c84 100644 --- a/shaders/dimensions/composite2.fsh +++ b/shaders/dimensions/composite2.fsh @@ -223,6 +223,7 @@ void waterVolumetrics(inout vec3 inColor, vec3 rayStart, vec3 rayEnd, float estE void main() { /* DRAWBUFFERS:0 */ + // vec2 tc = floor(gl_FragCoord.xy)/VL_RENDER_RESOLUTION*texelSize+0.5*texelSize; vec2 tc = floor(gl_FragCoord.xy)/VL_RENDER_RESOLUTION*texelSize+0.5*texelSize; float z = texture2D(depthtex0,tc).x; vec3 viewPos = toScreenSpace(vec3(tc/RENDER_SCALE,z)); diff --git a/shaders/dimensions/composite2.vsh b/shaders/dimensions/composite2.vsh index 0d192bb..8ede608 100644 --- a/shaders/dimensions/composite2.vsh +++ b/shaders/dimensions/composite2.vsh @@ -1,5 +1,6 @@ #include "/lib/settings.glsl" #include "/lib/util.glsl" +#include "/lib/res_params.glsl" flat varying vec4 lightCol; flat varying vec3 averageSkyCol; @@ -29,7 +30,8 @@ uniform int frameCounter; void main() { gl_Position = ftransform(); - gl_Position.xy = (gl_Position.xy*0.5+0.5)*0.51*2.0-1.0; + // gl_Position.xy = (gl_Position.xy*0.5+0.5)*0.51*2.0-1.0; + gl_Position.xy = (gl_Position.xy*0.5+0.5)*(0.01+VL_RENDER_RESOLUTION)*2.0-1.0; tempOffsets = HaltonSeq2(frameCounter%10000);