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

@ -44,8 +44,9 @@ uniform vec3 sunPosition;
uniform vec3 cameraPosition;
// uniform float far;
uniform ivec2 eyeBrightnessSmooth;
// uniform ivec2 eyeBrightness;
uniform float caveDetection;
uniform int isEyeInWater;
vec4 lightCol = vec4(lightSourceColor, float(sunElevation > 1e-5)*2-1.);
@ -53,6 +54,7 @@ vec4 lightCol = vec4(lightSourceColor, float(sunElevation > 1e-5)*2-1.);
#include "/lib/ROBOBO_sky.glsl"
#include "/lib/sky_gradient.glsl"
#include "/lib/Shadow_Params.glsl"
#include "/lib/waterBump.glsl"
vec3 WsunVec = mat3(gbufferModelViewInverse)*sunVec;
// vec3 WsunVec = normalize(LightDir);
@ -95,6 +97,7 @@ uniform float near;
uniform float dhFarPlane;
uniform float dhNearPlane;
#include "/lib/DistantHorizons_projections.glsl"
vec3 DH_toScreenSpace(vec3 p) {