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

@ -6,6 +6,10 @@ flat varying vec4 lightCol;
flat varying vec3 averageSkyCol;
flat varying vec3 averageSkyCol_Clouds;
#if defined LPV_VL_FOG_ILLUMINATION && defined IS_LPV_ENABLED
flat varying float exposure;
#endif
#if defined Daily_Weather
flat varying vec4 dailyWeatherParams0;
flat varying vec4 dailyWeatherParams1;
@ -26,6 +30,16 @@ uniform mat4 gbufferModelViewInverse;
uniform int frameCounter;
flat varying vec2 TAA_Offset;
uniform int framemod8;
const vec2[8] offsets = vec2[8](vec2(1./8.,-3./8.),
vec2(-1.,3.)/8.,
vec2(5.0,1.)/8.,
vec2(-3,-5.)/8.,
vec2(-5.,5.)/8.,
vec2(-7.,-1.)/8.,
vec2(3,7.)/8.,
vec2(7.,-7.)/8.);
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
@ -40,15 +54,8 @@ uniform float frameTimeCounter;
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)*(0.01+VL_RENDER_RESOLUTION)*2.0-1.0;
// #ifdef TAA
// tempOffsets = HaltonSeq2(frameCounter%10000);
// #else
// tempOffsets = 0.0;
// #endif
#ifdef OVERWORLD_SHADER
lightCol.rgb = texelFetch2D(colortex4,ivec2(6,37),0).rgb;
averageSkyCol = texelFetch2D(colortex4,ivec2(1,37),0).rgb;
@ -79,6 +86,16 @@ void main() {
lightCol.a = float(sunElevation > 1e-5)*2.0 - 1.0;
WsunVec = lightCol.a * normalize(mat3(gbufferModelViewInverse) * sunPosition);
refractedSunVec = refract(WsunVec, -vec3(0.0,1.0,0.0), 1.0/1.33333);
#if defined LPV_VL_FOG_ILLUMINATION && defined IS_LPV_ENABLED
exposure = texelFetch2D(colortex4,ivec2(10,37),0).r;
#endif
#ifdef TAA
TAA_Offset = offsets[framemod8];
#else
TAA_Offset = vec2(0.0);
#endif
}