improve TAA very slightly. fix underwater fog sunlight not going away in caves. tweak sky SSS. add noise to POM layers

This commit is contained in:
Xonk
2024-07-06 21:03:31 -04:00
parent d5a92880ac
commit 8143c57fa2
30 changed files with 354 additions and 303 deletions

View File

@ -742,7 +742,7 @@ vec3 SubsurfaceScattering_sky(vec3 albedo, float Scattering, float Density){
float scatterDepth = 1.0 - pow(Scattering, 0.5 + Density * 2.5);
// PBR at its finest :clueless:
vec3 absorbColor = exp(max(luma(albedo) - albedo*vec3(1.0,1.1,1.2), 0.0) * -(15.0 - 10.0*scatterDepth) * sss_absorbance_multiplier);
vec3 absorbColor = exp(max(luma(albedo) - albedo*vec3(1.0,1.1,1.2), 0.0) * -(15.0 - 10.0*scatterDepth) * sss_absorbance_multiplier * 0.01);
vec3 scatter = scatterDepth * absorbColor * pow(Density, LabSSS_Curve);
@ -1283,7 +1283,6 @@ void main() {
#ifdef OVERWORLD_SHADER
Direct_lighting = max(DirectLightColor * NdotL * Shadows, DirectLightColor * Direct_SSS);
// Direct_lighting = DirectLightColor * Direct_SSS;
#endif
gl_FragData[0].rgb = (Indirect_lighting + Direct_lighting) * albedo;
@ -1343,6 +1342,8 @@ void main() {
// if(swappedDepth >= 1.0) gl_FragData[0].rgb = vec3(0.1);
// gl_FragData[0].rgb = vec3(1) * ld(texture2D(depthtex1, texcoord).r);
// if(texcoord.x > 0.5 )gl_FragData[0].rgb = vec3(1) * ld(texture2D(depthtex0, texcoord).r);
/* DRAWBUFFERS:3 */
}