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

@ -12,33 +12,56 @@ uniform sampler2D colortex3;
void main() {
/* DRAWBUFFERS:06 */
ivec2 center = ivec2(gl_FragCoord.xy);
vec3 current = texelFetch2D(colortex3, center, 0).rgb;
vec3 cMin = current;
vec3 cMax = current;
current = texelFetch2D(colortex3, center + ivec2(-1, -1), 0).rgb;
cMin = min(cMin, current);
cMax = max(cMax, current);
current = texelFetch2D(colortex3, center + ivec2(-1, 0), 0).rgb;
cMin = min(cMin, current);
cMax = max(cMax, current);
current = texelFetch2D(colortex3, center + ivec2(-1, 1), 0).rgb;
cMin = min(cMin, current);
cMax = max(cMax, current);
current = texelFetch2D(colortex3, center + ivec2(0, -1), 0).rgb;
cMin = min(cMin, current);
cMax = max(cMax, current);
current = texelFetch2D(colortex3, center + ivec2(0, 1), 0).rgb;
cMin = min(cMin, current);
cMax = max(cMax, current);
current = texelFetch2D(colortex3, center + ivec2(1, -1), 0).rgb;
cMin = min(cMin, current);
cMax = max(cMax, current);
current = texelFetch2D(colortex3, center + ivec2(1, 0), 0).rgb;
cMin = min(cMin, current);
cMax = max(cMax, current);
current = texelFetch2D(colortex3, center + ivec2(1, 1), 0).rgb;
cMin = min(cMin, current);
cMax = max(cMax, current);
gl_FragData[0].rgb = cMax;
gl_FragData[1].rgb = cMin;
// vec3 current = texelFetch2D(colortex3, center, 0).rgb;
// vec3 cMin = current;
// vec3 cMax = current;
// current = texelFetch2D(colortex3, center + ivec2(-1, -1), 0).rgb;
// cMin = min(cMin, current);
// cMax = max(cMax, current);
// current = texelFetch2D(colortex3, center + ivec2(-1, 0), 0).rgb;
// cMin = min(cMin, current);
// cMax = max(cMax, current);
// current = texelFetch2D(colortex3, center + ivec2(-1, 1), 0).rgb;
// cMin = min(cMin, current);
// cMax = max(cMax, current);
// current = texelFetch2D(colortex3, center + ivec2(0, -1), 0).rgb;
// cMin = min(cMin, current);
// cMax = max(cMax, current);
// current = texelFetch2D(colortex3, center + ivec2(0, 1), 0).rgb;
// cMin = min(cMin, current);
// cMax = max(cMax, current);
// current = texelFetch2D(colortex3, center + ivec2(1, -1), 0).rgb;
// cMin = min(cMin, current);
// cMax = max(cMax, current);
// current = texelFetch2D(colortex3, center + ivec2(1, 0), 0).rgb;
// cMin = min(cMin, current);
// cMax = max(cMax, current);
// current = texelFetch2D(colortex3, center + ivec2(1, 1), 0).rgb;
// cMin = min(cMin, current);
// cMax = max(cMax, current);
// gl_FragData[0].rgb = cMax;
// gl_FragData[1].rgb = cMin;
vec3 col0 = texelFetch2D(colortex3, center, 0).rgb;
vec3 col1 = texelFetch2D(colortex3, center + ivec2(1, 1), 0).rgb;
vec3 col2 = texelFetch2D(colortex3, center + ivec2(1, -1), 0).rgb;
vec3 col3 = texelFetch2D(colortex3, center + ivec2(-1, -1), 0).rgb;
vec3 col4 = texelFetch2D(colortex3, center + ivec2(-1, 1), 0).rgb;
vec3 col5 = texelFetch2D(colortex3, center + ivec2(0, 1), 0).rgb;
vec3 col6 = texelFetch2D(colortex3, center + ivec2(0, -1), 0).rgb;
vec3 col7 = texelFetch2D(colortex3, center + ivec2(-1, 0), 0).rgb;
vec3 col8 = texelFetch2D(colortex3, center + ivec2(1, 0), 0).rgb;
vec3 colMax = max(col0,max(col1,max(col2,max(col3, max(col4, max(col5, max(col6, max(col7, col8))))))));
vec3 colMin = min(col0,min(col1,min(col2,min(col3, min(col4, min(col5, min(col6, min(col7, col8))))))));
vec3 colMax5 = max(col0,max(col5,max(col6,max(col7,col8))));
vec3 colMin5 = min(col0,min(col5,min(col6,min(col7,col8))));
colMin = 0.5 * (colMin + colMin5);
colMax = 0.5 * (colMax + colMax5);
gl_FragData[0].rgb = colMax;
gl_FragData[1].rgb = colMin;
}