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

@ -55,7 +55,7 @@ void main() {
vec3 position = mat3(gl_ModelViewMatrix) * vec3(gl_Vertex) + gl_ModelViewMatrix[3].xyz;
#ifdef DH_OVERDRAW_PREVENTION
vec3 worldpos = mat3(shadowModelViewInverse) * position + shadowModelViewInverse[3].xyz;
overdrawCull = 1.0 - clamp(1.0 - length(worldpos) / max(far-16,0.0),0,1);
overdrawCull = 1.0 - clamp(1.0 - length(worldpos) / far,0.0,1.0);
#else
overdrawCull = 1.0;
#endif