fix issues on AMD, temporary ambient sss brightness slider

This commit is contained in:
Xonk
2023-06-05 23:34:26 -04:00
parent ab35096ee6
commit 9448fb105a
9 changed files with 43 additions and 38 deletions

View File

@ -320,9 +320,9 @@ if (gl_FragCoord.x * texelSize.x < RENDER_SCALE.x && gl_FragCoord.y * texelSize
if (iswater > 0.95){
if(physics_iterationsNormal < 1.0){
//if(physics_iterationsNormal < 1.0){
float bumpmult = 1.;
vec3 bump;
vec3 bump = vec3(0);
vec3 posxz = p3+cameraPosition;
posxz.xz -= posxz.y;
@ -335,26 +335,26 @@ if (gl_FragCoord.x * texelSize.x < RENDER_SCALE.x && gl_FragCoord.y * texelSize
bump = bump * vec3(bumpmult, bumpmult, bumpmult) + vec3(0.0f, 0.0f, 1.0f - bumpmult);
normal = normalize(bump * tbnMatrix);
}else{
/// ------ PHYSICS MOD OCEAN SHIT ------ ///
WavePixelData wave = physics_wavePixel(physics_localPosition.xz, physics_localWaviness, physics_iterationsNormal, physics_gameTime);
// float Foam = wave.foam;
// Albedo = mix(Albedo,vec3(1),Foam);
// gl_FragData[0].a = Foam;
normal = normalize(worldToView(wave.normal) + mix(normal, vec3(0.0), clamp(physics_localWaviness,0.0,1.0)));
vec3 worldSpaceNormal = normal;
vec3 bitangent = normalize(cross(tangent.xyz, worldSpaceNormal));
mat3 tbn_new = mat3(tangent.xyz, binormal, worldSpaceNormal);
vec3 tangentSpaceNormal = worldSpaceNormal * tbn_new;
TangentNormal = tangentSpaceNormal.xy * 0.5 + 0.5;
}
//}else{
// /// ------ PHYSICS MOD OCEAN SHIT ------ ///
//
// WavePixelData wave = physics_wavePixel(physics_localPosition.xz, physics_localWaviness, physics_iterationsNormal, physics_gameTime);
// // float Foam = wave.foam;
//
// // Albedo = mix(Albedo,vec3(1),Foam);
// // gl_FragData[0].a = Foam;
//
//
// normal = normalize(worldToView(wave.normal) + mix(normal, vec3(0.0), clamp(physics_localWaviness,0.0,1.0)));
//
// vec3 worldSpaceNormal = normal;
//
// vec3 bitangent = normalize(cross(tangent.xyz, worldSpaceNormal));
// mat3 tbn_new = mat3(tangent.xyz, binormal, worldSpaceNormal);
// vec3 tangentSpaceNormal = worldSpaceNormal * tbn_new;
//
// TangentNormal = tangentSpaceNormal.xy * 0.5 + 0.5;
//}
}
// cannot encode alpha or it will shit its pants