From 549c5492dc87b9114826f2dd53e8698a748ac2b7 Mon Sep 17 00:00:00 2001 From: Xonk Date: Sun, 9 Jul 2023 00:00:04 -0400 Subject: [PATCH] fix sun size slider and make it make sense, other small tweaks --- shaders/composite.fsh | 21 +++++++++++---------- shaders/composite1.fsh | 4 ++-- shaders/lang/en_us.lang | 2 +- shaders/lib/settings.glsl | 2 +- 4 files changed, 15 insertions(+), 14 deletions(-) diff --git a/shaders/composite.fsh b/shaders/composite.fsh index dafdee4..ede484c 100644 --- a/shaders/composite.fsh +++ b/shaders/composite.fsh @@ -170,12 +170,14 @@ void main() { vec2 lightmap = dataUnpacked1.yz; - bool translucent = abs(dataUnpacked1.w-0.5) <0.01; - bool translucent2 = abs(dataUnpacked1.w-0.6) <0.01; // Weak translucency - bool translucent3 = abs(dataUnpacked1.w-0.55) <0.01; // Weak translucency - bool translucent4 = abs(dataUnpacked1.w-0.65) <0.01; // Weak translucency - bool entities = abs(dataUnpacked1.w-0.45) <0.01; // Weak translucency - bool hand = abs(dataUnpacked1.w-0.75) <0.01; + // bool lightningBolt = abs(dataUnpacked1.w-0.5) <0.01; + // bool isLeaf = abs(dataUnpacked1.w-0.55) <0.01; + // bool translucent2 = abs(dataUnpacked1.w-0.6) <0.01; // Weak translucency + // bool translucent4 = abs(dataUnpacked1.w-0.65) <0.01; // Weak translucency + bool entities = abs(dataUnpacked1.w-0.45) < 0.01; + bool hand = abs(dataUnpacked1.w-0.75) < 0.01; + // bool blocklights = abs(dataUnpacked1.w-0.8) <0.01; + float minshadowfilt = Min_Shadow_Filter_Radius; float maxshadowfilt = Max_Shadow_Filter_Radius; @@ -221,7 +223,7 @@ void main() { float distortFactor = calcDistort(projectedShadowPosition.xy); projectedShadowPosition.xy *= distortFactor; //do shadows only if on shadow map - if (abs(projectedShadowPosition.x) < 1.0-1.5/shadowMapResolution && abs(projectedShadowPosition.y) < 1.0-1.5/shadowMapResolution && abs(projectedShadowPosition.z) < 6.0){ + if (abs(projectedShadowPosition.x) < 1.0-1.5/shadowMapResolution && abs(projectedShadowPosition.y) < 1.0-1.5/shadowMapResolution && abs(projectedShadowPosition.z) < 6.0){ const float threshMul = max(2048.0/shadowMapResolution*shadowDistance/128.0,0.95); float distortThresh = (sqrt(1.0-NdotL*NdotL)/NdotL+0.7)/distortFactor; float diffthresh = distortThresh/6000.0*threshMul; @@ -229,7 +231,7 @@ void main() { float mult = maxshadowfilt; float avgBlockerDepth = 0.0; - vec2 scales = vec2(0.0,Max_Filter_Depth); + vec2 scales = vec2(0.0, 120.0 - Max_Filter_Depth); float blockerCount = 0.0; float rdMul = distortFactor*(1.0+mult)*d0*k/shadowMapResolution; float diffthreshM = diffthresh*mult*d0*k/20.; @@ -265,6 +267,5 @@ void main() { #endif } -} - + } } diff --git a/shaders/composite1.fsh b/shaders/composite1.fsh index 38f678a..6af83f9 100644 --- a/shaders/composite1.fsh +++ b/shaders/composite1.fsh @@ -610,7 +610,7 @@ vec3 SubsurfaceScattering_sun(vec3 albedo, float Scattering, float Density, floa vec3 SubsurfaceScattering_sky(vec3 albedo, float Scattering, float Density){ vec3 absorbed = max(luma(albedo) - albedo,0.0); - vec3 scatter = sqrt(exp(-(absorbed * Scattering * 15)) * (1.0 - Scattering)); + vec3 scatter = sqrt(exp(-(absorbed * Scattering * 15))) * (1.0 - Scattering); scatter *= pow(Density,LabSSS_Curve); @@ -1058,7 +1058,7 @@ void main() { ScreenSpace_SSS(SkySSS, fragpos, blueNoise(gl_FragCoord.xy).rg, FlatNormals, isLeaf); #endif - vec3 ambientColor = ((AmbientLightColor * 2.0 * ambient_brightness) * 8./150./3.) * 1.25; + vec3 ambientColor = ((AmbientLightColor * 2.0 * ambient_brightness) * 8./150./3.) * 1.5; float lightmap = pow(newLightmap.y,3); float uplimit = clamp(1.0-pow(clamp(ambientCoefs.y + 0.5,0.0,1.0),2),0,1); diff --git a/shaders/lang/en_us.lang b/shaders/lang/en_us.lang index 987f66f..7395f76 100644 --- a/shaders/lang/en_us.lang +++ b/shaders/lang/en_us.lang @@ -280,7 +280,7 @@ screen.Shadows.comment = Configure the shadows from the sun to your liking. option.Variable_Penumbra_Shadows.comment = This effect softens the shadows more and more the farther the shadow gets from what casted it. This effect is used to create higher quality shadows and Sub-surface scattering. §aPERFORMANCE COST:§r low to high; option.VPS_Search_Samples.comment = The quality of the variable penumbra shadow filter. §aPERFORMANCE COST:§r low to high; Increasing this should reduce some noise in the sub-surface scattering and very soft shadows. option.Max_Shadow_Filter_Radius.comment = The maximum softness the shadows can get when far away from what casted it. - option.Max_Filter_Depth = Configure the size of the sun. If the sun is larger, shadows get softer closer to what casts them. + option.Max_Filter_Depth.comment = Configure the size of the sun. If the sun is larger, shadows get softer closer to what casts them. screen.Ambient_light.comment = Configure settings related to the lighting in shaded places option.AO_Strength.comment = Configure the strength of the ambient occlusion created by SSAO, GTAO, RTAO, and SSGI. §bWhat is this?§r ambient occlusion is the small soft shadows in corners and such. diff --git a/shaders/lib/settings.glsl b/shaders/lib/settings.glsl index b50fe3b..31c95c9 100644 --- a/shaders/lib/settings.glsl +++ b/shaders/lib/settings.glsl @@ -119,7 +119,7 @@ const float shadowDistanceRenderMul = -1.0; // [-1.0 1.0] #define VPS_Search_Samples 4 // [4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32] #define Min_Shadow_Filter_Radius 5.0 // [0.0 1.0 2.0 3.0 4.0 5.0 6.0 7.0 8.0 9.0 10.0 11.0 12.0 13.0 14.0 15.0 16.0 17.0 18.0 19.0 20.0 21.0 22.0 23.0 24.0 25.0 26.0 27.0 28.0 29.0 30.0 31.0 32.0 33.0 34.0 35.0 36.0 37.0 38.0 39.0 40.0 41.0 42.0 43.0 44.0 45.0 46.0 47.0 48.0 49.0 50.0 51.0 52.0 53.0 54.0 55.0 56.0 57.0 58.0 59.0 60.0 61.0 62.0 63.0 64.0 65.0 66.0 67.0 68.0 69.0 70.0 71.0 72.0 73.0 74.0 75.0 76.0 77.0 78.0 79.0 80.0 81.0 82.0 83.0 84.0 85.0 86.0 87.0 88.0 89.0 90.0 91.0 92.0 93.0 94.0 95.0 96.0 97.0 98.0 99.0 100.0 101.0 102.0 103.0 104.0 105.0 106.0 107.0 108.0 109.0 110.0 111.0 112.0 113.0 114.0 115.0 116.0 117.0 118.0 119.0 ] #define Max_Shadow_Filter_Radius 30.0 // [0.0 1.0 2.0 3.0 4.0 5.0 6.0 7.0 8.0 9.0 10.0 11.0 12.0 13.0 14.0 15.0 16.0 17.0 18.0 19.0 20.0 21.0 22.0 23.0 24.0 25.0 26.0 27.0 28.0 29.0 30.0 31.0 32.0 33.0 34.0 35.0 36.0 37.0 38.0 39.0 40.0 41.0 42.0 43.0 44.0 45.0 46.0 47.0 48.0 49.0 50.0 51.0 52.0 53.0 54.0 55.0 56.0 57.0 58.0 59.0 60.0 61.0 62.0 63.0 64.0 65.0 66.0 67.0 68.0 69.0 70.0 71.0 72.0 73.0 74.0 75.0 76.0 77.0 78.0 79.0 80.0 81.0 82.0 83.0 84.0 85.0 86.0 87.0 88.0 89.0 90.0 91.0 92.0 93.0 94.0 95.0 96.0 97.0 98.0 99.0 100.0 101.0 102.0 103.0 104.0 105.0 106.0 107.0 108.0 109.0 110.0 111.0 112.0 113.0 114.0 115.0 116.0 117.0 118.0 119.0 ] -#define Max_Filter_Depth 20.0 // [0.0 1.0 2.0 3.0 4.0 5.0 6.0 7.0 8.0 9.0 10.0 11.0 12.0 13.0 14.0 15.0 16.0 17.0 18.0 19.0 20.0 21.0 22.0 23.0 24.0 25.0 26.0 27.0 28.0 29.0 30.0 31.0 32.0 33.0 34.0 35.0 36.0 37.0 38.0 39.0 40.0 41.0 42.0 43.0 44.0 45.0 46.0 47.0 48.0 49.0 50.0 51.0 52.0 53.0 54.0 55.0 56.0 57.0 58.0 59.0 60.0 61.0 62.0 63.0 64.0 65.0 66.0 67.0 68.0 69.0 70.0 71.0 72.0 73.0 74.0 75.0 76.0 77.0 78.0 79.0 80.0 81.0 82.0 83.0 84.0 85.0 86.0 87.0 88.0 89.0 90.0 91.0 92.0 93.0 94.0 95.0 96.0 97.0 98.0 99.0 100.0 101.0 102.0 103.0 104.0 105.0 106.0 107.0 108.0 109.0 110.0 111.0 112.0 113.0 114.0 115.0 116.0 117.0 118.0 119.0 ] +#define Max_Filter_Depth 99.0 // [0.1 1.0 2.0 3.0 4.0 5.0 6.0 7.0 8.0 9.0 10.0 11.0 12.0 13.0 14.0 15.0 16.0 17.0 18.0 19.0 20.0 21.0 22.0 23.0 24.0 25.0 26.0 27.0 28.0 29.0 30.0 31.0 32.0 33.0 34.0 35.0 36.0 37.0 38.0 39.0 40.0 41.0 42.0 43.0 44.0 45.0 46.0 47.0 48.0 49.0 50.0 51.0 52.0 53.0 54.0 55.0 56.0 57.0 58.0 59.0 60.0 61.0 62.0 63.0 64.0 65.0 66.0 67.0 68.0 69.0 70.0 71.0 72.0 73.0 74.0 75.0 76.0 77.0 78.0 79.0 80.0 81.0 82.0 83.0 84.0 85.0 86.0 87.0 88.0 89.0 90.0 91.0 92.0 93.0 94.0 95.0 96.0 97.0 98.0 99.0 100.0 101.0 102.0 103.0 104.0 105.0 106.0 107.0 108.0 109.0 110.0 111.0 112.0 113.0 114.0 115.0 116.0 117.0 118.0 119.0 220.0] #define BASIC_SHADOW_FILTER #define SHADOW_FILTER_SAMPLE_COUNT 13 // [1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 ]