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

@ -2,6 +2,12 @@
varying vec2 texcoord;
flat varying vec3 zMults;
#ifdef BorderFog
uniform sampler2D colortex4;
flat varying vec3 skyGroundColor;
#endif
flat varying vec3 WsunVec;
uniform float far;
@ -24,11 +30,9 @@ const vec2[8] offsets = vec2[8](vec2(1./8.,-3./8.),
vec2(7.,-7.)/8.);
#ifdef BorderFog
uniform sampler2D colortex4;
flat varying vec3 skyGroundColor;
#endif
#ifdef OVERWORLD_SHADER
#endif
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
@ -37,8 +41,11 @@ const vec2[8] offsets = vec2[8](vec2(1./8.,-3./8.),
void main() {
#ifdef BorderFog
skyGroundColor = texelFetch2D(colortex4,ivec2(1,37),0).rgb / 30.0;
#ifdef OVERWORLD_SHADER
#ifdef BorderFog
skyGroundColor = texelFetch2D(colortex4,ivec2(1,37),0).rgb / 30.0 * Sky_Brightness;
#endif
WsunVec = normalize(mat3(gbufferModelViewInverse) * sunPosition);
#endif
#ifdef TAA
@ -46,13 +53,8 @@ void main() {
#else
TAA_Offset = vec2(0.0);
#endif
float lightCola = float(sunElevation > 1e-5)*2.0 - 1.0;
WsunVec = normalize(mat3(gbufferModelViewInverse) * sunPosition);
zMults = vec3(1.0/(far * near),far+near,far-near);
gl_Position = ftransform();
texcoord = gl_MultiTexCoord0.xy;
}