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

@ -403,10 +403,6 @@ vec4 TAA_hq(bool hand){
float isclamped = distance(albedoPrev,finalcAcc)/luma(albedoPrev) * 0.5;
float movementRejection = (0.12+isclamped)*clamp(length(velocity/texelSize),0.0,1.0);
// float depthDiff = texture2D(colortex14, previousPosition.xy).a;
// movementRejection = mix( 0.0, 1.0, depthDiff);
if(hand) movementRejection *= 5.0;
//Blend current pixel with clamped history, apply fast tonemap beforehand to reduce flickering
@ -442,13 +438,16 @@ void main() {
gl_FragData[0].a = 1.0;
#ifdef TAA
float dataUnpacked = decodeVec2(texture2D(colortex1,texcoord).w).y;
bool hand = abs(dataUnpacked-0.75) < 0.01 && texture2D(depthtex1,texcoord).x < 1.0;
vec2 taauTC = clamp(texcoord*RENDER_SCALE, vec2(0.0), RENDER_SCALE - texelSize*2.0);
float dataUnpacked = decodeVec2(texture2D(colortex1,taauTC).w).y;
bool hand = abs(dataUnpacked-0.75) < 0.01 && texture2D(depthtex1,taauTC).x < 1.0;
vec4 color = TAA_hq(hand);
#if DEBUG_VIEW == debug_TEMPORAL_REPROJECTION
color.rgb = texture2D(colortex3, texcoord).rgb;
color.rgb = texture2D(colortex3, taauTC).rgb;
#endif
#ifdef SCREENSHOT_MODE
@ -457,7 +456,7 @@ void main() {
gl_FragData[0] = clamp(fp10Dither(color, triangularize(interleaved_gradientNoise())), 0.0, 65000.0);
#endif
#else
vec3 color = clamp(fp10Dither(vec4(texture2D(colortex3,texcoord).rgb,1.0), triangularize(interleaved_gradientNoise())).rgb,0.0,65000.);
vec3 color = clamp(fp10Dither(vec4(texture2D(colortex3,taauTC).rgb,1.0), triangularize(interleaved_gradientNoise())).rgb,0.0,65000.);
gl_FragData[0].rgb = color;
#endif
}