remake and improve underwater lighting. add new method for indirect SSS. improve nametag rendering. fix translucent rendering on DH LODs. begin work on WIP cloud raymarcher

This commit is contained in:
Xonk
2025-01-15 23:08:16 -05:00
parent 5d0ff0856f
commit 6c41c008c0
24 changed files with 701 additions and 693 deletions

View File

@ -63,6 +63,8 @@ uniform vec2 texelSize;
uniform ivec2 eyeBrightnessSmooth;
uniform float rainStrength;
uniform float nightVision;
uniform float waterEnteredAltitude;
flat varying float HELD_ITEM_BRIGHTNESS;
@ -433,6 +435,10 @@ void main() {
Shadows *= GetCloudShadow(feetPlayerPos+cameraPosition, WsunVec);
#endif
if(isEyeInWater == 1){
float distanceFromWaterSurface = max(-(feetPlayerPos.y + (cameraPosition.y - waterEnteredAltitude)),0.0) ;
directLightColor *= exp(-vec3(Water_Absorb_R, Water_Absorb_G, Water_Absorb_B) * distanceFromWaterSurface);
}
Direct_lighting = directLightColor * Shadows;
// #ifndef LINES