fix SSGI/RTAO in nether. fix LPV fog brightness slider not working right. add color picker for the selection box outline

This commit is contained in:
Xonk
2024-06-21 14:20:25 -04:00
parent 60e807cfce
commit 52b5e13155
6 changed files with 28 additions and 10 deletions

View File

@ -788,9 +788,10 @@ void main() {
lightmap.xy = min(max(lightmap.xy - 0.05,0.0)*1.06,1.0); // small offset to hide flickering from precision error in the encoding/decoding on values close to 1.0 or 0.0
#if defined END_SHADER || defined NETHER_SHADER
#if !defined OVERWORLD_SHADER
lightmap.y = 1.0;
#endif
// lightmap.y = 0.0;
// if(isDHrange) lightmap.y = pow(lightmap.y,25);
// if(isEyeInWater == 1) lightmap.y = max(lightmap.y, 0.75);
@ -1102,6 +1103,8 @@ void main() {
vec3 up = skyCloudsFromTexLOD2(vec3(0.0,1.0,0.0), colortex4, 6).rgb / 30.0;
Indirect_lighting = mix(up, Indirect_lighting, clamp(pow(1.0-pow(1.0-SSAO_SSS.x, 0.5),2.0),0.0,1.0));
AmbientLightColor = Indirect_lighting / 5.0;
#endif
#ifdef END_SHADER
@ -1175,7 +1178,10 @@ void main() {
// RTAO and/or SSGI
#if indirect_effect == 3 || indirect_effect == 4
Indirect_lighting = AmbientLightColor;
// Indirect_lighting = AmbientLightColor;
ApplySSRT(Indirect_lighting, viewPos, normal, vec3(bnoise, noise_2), feetPlayerPos, lpvPos, exposure, lightmap.xy, AmbientLightColor*2.5, vec3(TORCH_R,TORCH_G,TORCH_B), isGrass, hand);
#endif