fix fog render scaling in end/nether. fix translucents scaling wrong when TAAU is on. fix tall plants tops waving wrong.

This commit is contained in:
Xonk
2023-08-06 16:14:32 -04:00
parent a4df4d3006
commit 6bea0d3cae
10 changed files with 44 additions and 38 deletions

View File

@ -26,6 +26,7 @@ uniform ivec2 eyeBrightnessSmooth;
#include "/lib/color_transforms.glsl"
#include "/lib/color_dither.glsl"
#include "/lib/projections.glsl"
#include "/lib/res_params.glsl"
#ifdef END_SHADER
#include "/lib/end_fog.glsl"
@ -99,7 +100,7 @@ void waterVolumetrics(inout vec3 inColor, vec3 rayStart, vec3 rayEnd, float estE
void main() {
/* DRAWBUFFERS:0 */
vec2 tc = floor(gl_FragCoord.xy)*2.0*texelSize+0.5*texelSize;
vec2 tc = floor(gl_FragCoord.xy)/VL_RENDER_RESOLUTION*texelSize+0.5*texelSize;
float z = texture2D(depthtex0,tc).x;
vec3 fragpos = toScreenSpace(vec3(tc,z));