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

@ -23,6 +23,7 @@ uniform sampler2D noisetex;
uniform sampler2D colortex12;
flat varying vec3 WsunVec;
uniform float sunElevation;
uniform vec3 sunVec;
uniform vec2 texelSize;
uniform float frameTimeCounter;
@ -124,17 +125,20 @@ void main() {
/* DRAWBUFFERS:0 */
#if defined OVERWORLD_SHADER && defined VOLUMETRIC_CLOUDS
vec2 halfResTC = vec2(floor(gl_FragCoord.xy)/CLOUDS_QUALITY/RENDER_SCALE+0.5+offsets[framemod8]*CLOUDS_QUALITY*RENDER_SCALE*0.5);
float depth = texture2D(depthtex0, halfResTC*texelSize).x;
// vec3 viewPos = toScreenSpace(vec3(halfResTC*texelSize, depth));
vec2 halfResTC2 = vec2(floor(gl_FragCoord.xy)/CLOUDS_QUALITY+0.5+offsets[framemod8]*CLOUDS_QUALITY*0.5);
#ifdef DISTANT_HORIZONS
float DH_depth = texture2D(dhDepthTex, halfResTC*texelSize).x;
vec3 viewPos = toScreenSpace_DH(halfResTC*texelSize, depth, DH_depth);
#ifdef CLOUDS_INTERSECT_TERRAIN
float depth = texture2D(depthtex0, halfResTC2*texelSize).x;
#ifdef DISTANT_HORIZONS
float DH_depth = texture2D(dhDepthTex, halfResTC2*texelSize).x;
vec3 viewPos = toScreenSpace_DH(halfResTC*texelSize, depth, DH_depth);
#else
vec3 viewPos = toScreenSpace(vec3(halfResTC*texelSize, depth));
#endif
#else
vec3 viewPos = toScreenSpace(vec3(halfResTC*texelSize, depth));
vec3 viewPos = toScreenSpace(vec3(halfResTC*texelSize, 1.0));
#endif