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

@ -351,6 +351,8 @@ float encodeVec2(vec2 a){
// uniform int framemod8;
// #include "/lib/TAA_jitter.glsl"
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
@ -369,7 +371,7 @@ void main() {
float noise_1 = max(1.0 - R2_dither(),0.0015);
float noise_2 = blueNoise();
vec2 tc = floor(gl_FragCoord.xy)/VL_RENDER_RESOLUTION*texelSize+0.5*texelSize;
vec2 tc = floor(gl_FragCoord.xy)/VL_RENDER_RESOLUTION*texelSize + texelSize*0.5;
bool iswater = texture2D(colortex7,tc).a > 0.99;
@ -381,7 +383,7 @@ void main() {
float DH_z0 = 0.0;
#endif
vec3 viewPos0 = toScreenSpace_DH(tc/RENDER_SCALE, z0, DH_z0);
vec3 viewPos0 = toScreenSpace_DH(tc/RENDER_SCALE , z0, DH_z0);
vec3 playerPos_normalized = normalize(mat3(gbufferModelViewInverse) * viewPos0 + gbufferModelViewInverse[3].xyz);
@ -418,7 +420,6 @@ void main() {
#endif
#if defined OVERWORLD_SHADER && defined CLOUDS_INTERSECT_TERRAIN
VolumetricFog = vec4(VolumetricClouds.rgb * VolumetricFog.a + VolumetricFog.rgb, VolumetricFog.a);
#endif