add flag for twilight forest and aether dimensions in the overworld shader. remove dimension fallback selection settings (iris cant do that). add a few leaf IDs from twilight forest and aether

This commit is contained in:
Xonk
2025-03-23 21:02:40 -04:00
parent 034a7ad19e
commit 8226094fb2
183 changed files with 2098 additions and 54 deletions

View File

@ -529,12 +529,12 @@ void main() {
vec3 indirectLightColor = averageSkyCol / 1200.0;
vec3 indirectLightColor_dynamic = averageSkyCol_Clouds / 1200.0;
float cloudPlaneDistance = 0.0;
float THINGY = 0;
#if defined OVERWORLD_SHADER
// z0 = texture2D(depthtex0, tc + jitter/VL_RENDER_RESOLUTION).x;
// viewPos0 = toScreenSpace_DH(tc/RENDER_SCALE, z0, DH_z0);
vec4 VolumetricClouds = GetVolumetricClouds(viewPos0, BN, WsunVec, directLightColor, indirectLightColor, cloudPlaneDistance);
THINGY = cloudPlaneDistance-length(playerPos);
#ifdef CAVE_FOG
float skyhole = pow(clamp(1.0-pow(max(playerPos_normalized.y - 0.6,0.0)*5.0,2.0),0.0,1.0),2)* caveDetection;
@ -575,14 +575,5 @@ void main() {
gl_FragData[0] = clamp(VolumetricFog, 0.0, 65000.0);
// gl_FragData[0] = clamp(vec4(vec3(cloudPlaneDistance/1000.0),0), 0.0, 65000.0);
//
// vec4 currentFrame = VolumetricFog;
// vec4 previousFrame = texture2D(colortex10, gl_FragCoord.xy * texelSize);
// vec4 temporallyFilteredVL = VLTemporalFiltering(viewPos0, z0 >= 1.0, VolumetricFog);
// gl_FragData[1] = temporallyFilteredVL;
}