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

@ -105,7 +105,7 @@ uniform int dhRenderDistance;
#include "/lib/res_params.glsl"
// #define CLOUDS_INTERSECT_TERRAIN
uniform float eyeAltitude;
#include "/lib/volumetricClouds.glsl"
@ -123,7 +123,10 @@ uniform int dhRenderDistance;
void main() {
/* DRAWBUFFERS:0 */
#if defined OVERWORLD_SHADER && defined VOLUMETRIC_CLOUDS
#if defined OVERWORLD_SHADER && defined VOLUMETRIC_CLOUDS && !defined CLOUDS_INTERSECT_TERRAIN
vec2 halfResTC = vec2(floor(gl_FragCoord.xy)/CLOUDS_QUALITY/RENDER_SCALE+0.5+offsets[framemod8]*CLOUDS_QUALITY*RENDER_SCALE*0.5);
vec2 halfResTC2 = vec2(floor(gl_FragCoord.xy)/CLOUDS_QUALITY+0.5+offsets[framemod8]*CLOUDS_QUALITY*0.5);
@ -141,8 +144,8 @@ void main() {
vec3 viewPos = toScreenSpace(vec3(halfResTC*texelSize, 1.0));
#endif
vec4 VolumetricClouds = renderClouds(viewPos, vec2(R2_dither(), blueNoise()), sunColor/80.0, averageSkyCol/30.0);
vec3 tesvar = vec3(0.0);
vec4 VolumetricClouds = renderClouds(viewPos, vec2(R2_dither(), blueNoise()), sunColor/80.0, averageSkyCol/30.0,tesvar);
gl_FragData[0] = VolumetricClouds;
#else