Balance cloud lighting. remake altocumulus shapes. Add daily weather profiles. Add rainy weather. clean vl fog code and fix atmospheric haze contribution to bloomy fog. add motion blur. add new composite pass dedicated to post processing effects (damage effects, motion blur, whatever). fix waving for tall plants. fix broken lighting when HQ ambient light is enabled. improve screenspace SSS on DH chunks. add more DH settings. add "large waves" setting for water. make moonlight slightly darker. improve cave fog. remade cave detection. fix upscaling scaling issues

This commit is contained in:
Xonk
2024-06-10 23:26:19 -04:00
parent 9a66781d0f
commit a7ab9f971f
53 changed files with 1305 additions and 854 deletions

View File

@ -228,7 +228,7 @@ vec3 toClipSpace3(vec3 viewSpacePosition) {
return projMAD(gbufferProjection, viewSpacePosition) / -viewSpacePosition.z * 0.5 + 0.5;
}
flat varying vec3 WsunVec2;
flat varying vec3 WsunVec2;
const float mincoord = 1.0/4096.0;
const float maxcoord = 1.0-mincoord;
@ -245,6 +245,7 @@ const float maxcoord = 1.0-mincoord;
return texture2DGradARB(texture,fract(coord)*vtexcoordam.pq+vtexcoordam.st,dcdx,dcdy);
}
#endif
uniform float near;
// uniform float far;
float ld(float dist) {
@ -368,7 +369,7 @@ void main() {
#endif
#ifdef Hand_Held_lights
lightmap.x = max(lightmap.x, HELD_ITEM_BRIGHTNESS * clamp( pow(max(1.0-length(viewPos)/HANDHELD_LIGHT_RANGE,0.0),1.5),0.0,1.0));
lightmap.x = max(lightmap.x, HELD_ITEM_BRIGHTNESS * clamp( pow(max(1.0-length(feetPlayerPos)/HANDHELD_LIGHT_RANGE,0.0),1.5),0.0,1.0));
#endif
#ifdef WEATHER
@ -422,7 +423,12 @@ void main() {
#endif
AmbientLightColor = averageSkyCol_Clouds / 30.0;
AmbientLightColor *= 2.5;
#ifdef IS_IRIS
AmbientLightColor *= 2.5;
#else
AmbientLightColor *= 0.5;
#endif
#endif
#ifdef IS_LPV_ENABLED