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

@ -1,6 +1,7 @@
#include "/lib/settings.glsl"
#include "/lib/res_params.glsl"
// uniform int dhRenderDistance;
uniform float frameTimeCounter;
#include "/lib/Shadow_Params.glsl"
@ -145,7 +146,8 @@ void main() {
}
// maximum control of color and luminance
vec3 minimumlight = vec3(0.5,0.75,1.0) * (MIN_LIGHT_AMOUNT*0.001 + nightVision);
// vec3 minimumlight = vec3(0.5,0.75,1.0) * (MIN_LIGHT_AMOUNT*0.001 + nightVision);
vec3 minimumlight = vec3(0.5,0.75,1.0) * nightVision;
averageSkyCol_Clouds = max( normalize(averageSkyCol_Clouds) * min(luma(averageSkyCol_Clouds) * 3.0,2.5) * (1.0-rainStrength*0.3), minimumlight);
averageSkyCol = max(averageSkyCol * PLANET_GROUND_BRIGHTNESS, minimumlight);
@ -251,7 +253,10 @@ void main() {
float targetrodExposure = max(0.012/log2(avgL2+1.002)-0.1,0.0)*1.2;
exposure = max(targetExposure*EXPOSURE_MULTIPLIER, 0);
exposure = max(targetExposure*EXPOSURE_MULTIPLIER, 0.0);
// exposure = mix(0.0, 1.0, min(targetExposure,1.0));
// exposure = 1;
float currCenterDepth = ld(texture2D(depthtex2, vec2(0.5)).r);
centerDepth = mix(sqrt(texelFetch2D(colortex4,ivec2(14,37),0).g/65000.0), currCenterDepth, clamp(DoF_Adaptation_Speed*exp(-0.016/frameTime+1.0)/(6.0+currCenterDepth*far),0.0,1.0));
centerDepth = centerDepth * centerDepth * 65000.0;