add floodfill light propagation in vl fog. fix up nether and end shaders. tweaked shadows some. improved filtering for shadows/ssao, and VL fog. improved the "clouds intersect terrain" setting

This commit is contained in:
Xonk
2024-06-19 21:44:21 -04:00
parent afe1a2f30e
commit 56ad3b059d
33 changed files with 843 additions and 771 deletions

View File

@ -168,7 +168,7 @@ const vec2[8] offsets = vec2[8](vec2(1./8.,-3./8.),
vec3 rayTrace(vec3 dir, vec3 position,float dither, float fresnel, bool inwater){
float quality = mix(15,SSR_STEPS,fresnel);
float quality = mix(5,SSR_STEPS,fresnel);
vec3 clipPosition = DH_toClipSpace3(position);
float rayLength = ((position.z + dir.z * dhFarPlane*sqrt(3.)) > -dhNearPlane) ?
(-dhNearPlane - position.z) / dir.z : dhFarPlane*sqrt(3.);