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

@ -119,8 +119,8 @@ void main() {
vec3 std = abs(col - m1) + abs(albedoCurrent1 - m1) + abs(albedoCurrent2 - m1) +
abs(albedoCurrent3 - m1) + abs(albedoCurrent3 - m1) + abs(albedoCurrent4 - m1);
float contrast = 1.0 - luma(std)/5.0;
col = col*(1.0+(SHARPENING+UPSCALING_SHARPNENING)*contrast)
- (SHARPENING+UPSCALING_SHARPNENING)/(1.0-0.5/3.5)*contrast*(m1 - 0.5/3.5*col);
col = col*(1.0+(SHARPENING)*contrast)
- (SHARPENING)/(1.0-0.5/3.5)*contrast*(m1 - 0.5/3.5*col);
#endif
float lum = luma(col);