FIX block breaking effect on iris. FIX glowing water in some scenarios,. FIX clouds blipping at the end of a day. IMPROVE hand lighting (better specular and diffuse)

This commit is contained in:
Xonk
2024-03-30 23:20:34 -04:00
parent 1637a994ec
commit 92e766e853
19 changed files with 205 additions and 82 deletions

View File

@ -269,7 +269,7 @@ void main() {
vec4 TranslucentShader = texture2D(colortex2, texcoord);
////// --------------- UNPACK MISC --------------- //////
float trpData = texture2D(colortex7,texcoord).a;
float trpData = texture2D(colortex7, texcoord).a;
////// --------------- MASKS/BOOLEANS --------------- //////
bool iswater = trpData > 0.99;
@ -325,12 +325,17 @@ void main() {
color.rgb = mix(color.rgb, borderFogColor, fog);
#endif
if (albedo.a > 0.0 || TranslucentShader.a > 0.0){
if (TranslucentShader.a > 0.0){
#ifdef Glass_Tint
if(!iswater) color *= normalize(albedo.rgb+0.0001)*0.9+0.1;
#ifdef Glass_Tint
if(!iswater && TranslucentShader.a > 0.0) color *= normalize(albedo.rgb+0.0001)*0.9+0.1;
#endif
// block breaking effect.
if(!iswater && TranslucentShader.a <= 0.0) color *= albedo.rgb;
color = color*(1.0-TranslucentShader.a) + TranslucentShader.rgb;
#ifdef BorderFog
@ -438,6 +443,7 @@ void main() {
}
#endif
// color.rgb = vec3(1) * sqrt(texture2D(colortex12,texcoord).a/65000.0);
gl_FragData[0].r = bloomyFogMult; // pass fog alpha so bloom can do bloomy fog
gl_FragData[1].rgb = clamp(color.rgb, 0.0,68000.0);