fix mishandling of cloud shadow related toggles. fix clouds not appearing behind translucent things. remove random spaces from shaders.properties

This commit is contained in:
Xonk
2025-03-17 00:47:19 -04:00
parent 294ee8b6f3
commit 7581c510b9
9 changed files with 90 additions and 95 deletions

View File

@ -1077,11 +1077,10 @@ void main() {
if(isEyeInWater != 1) SSSColor *= lightLeakFix;
#ifdef CLOUDS_SHADOWS
float cloudShadows = GetCloudShadow(feetPlayerPos.xyz + cameraPosition, WsunVec);
shadowColor *= cloudShadows;
SSSColor *= cloudShadow*cloudShadows;
#endif
float cloudShadows = GetCloudShadow(feetPlayerPos.xyz + cameraPosition, WsunVec);
shadowColor *= cloudShadows;
SSSColor *= cloudShadow*cloudShadows;
#endif
#endif
@ -1351,16 +1350,13 @@ void main() {
gl_FragData[0].rgb = clamp(fp10Dither(Background, triangularize(noise_2)), 0.0, 65000.);
}
// water absorbtion will impact ALL light coming up from terrain underwater.
gl_FragData[0].rgb *= Absorbtion;
if(translucentMasks > 0.0 && isEyeInWater != 1){
// water absorbtion will impact ALL light coming up from terrain underwater.
gl_FragData[0].rgb *= Absorbtion;
vec4 vlBehingTranslucents = BilateralUpscale_VLFOG(colortex13, depthtex1, gl_FragCoord.xy - 1.5, ld(z));
gl_FragData[0].rgb = gl_FragData[0].rgb * vlBehingTranslucents.a + vlBehingTranslucents.rgb;
}