end fog tweaks

This commit is contained in:
Xonk
2023-06-22 18:23:35 -04:00
parent de21572911
commit b1a6c8d0c3
5 changed files with 25 additions and 16 deletions

View File

@ -318,9 +318,9 @@ float rayTraceShadow(vec3 dir,vec3 position,float dither){
(-near -position.z) / dir.z : far*sqrt(3.) ;
vec3 direction = toClipSpace3(position+dir*rayLength)-clipPosition; //convert to clip space
direction.xyz = direction.xyz/max(abs(direction.x)/texelSize.x,abs(direction.y)/texelSize.y); //fixed step size
vec3 stepv = direction * 3.0 * clamp(MC_RENDER_QUALITY,1.,2.0)*vec3(RENDER_SCALE,1.0);
vec3 stepv = direction * 3.0 * clamp(MC_RENDER_QUALITY,1.,2.0);
vec3 spos = clipPosition*vec3(RENDER_SCALE,1.0);
vec3 spos = clipPosition;
spos += stepv*dither ;
for (int i = 0; i < int(quality); i++) {
@ -398,13 +398,19 @@ void main() {
vec3 LightColor = LightSourceColor(clamp(sqrt(length(p3+cameraPosition) / 150.0 - 1.0) ,0.0,1.0));
vec3 LightPos = LightSourcePosition(p3+cameraPosition, cameraPosition);
// float LightFalloff = max(exp2(4.0 + length(LightPos) / -50),0.0);
float LightFalloff = max(1.0-length(LightPos)/255,0.0);
LightFalloff = pow(1.0-pow(1.0-LightFalloff,0.5),2.0);
LightFalloff *= 10.0;
float LightFalloff = max(exp2(4.0 + length(LightPos) / -25),0.0);
// float LightFalloff = max(1.0-length(LightPos)/255,0.0);
// LightFalloff = pow(1.0-pow(1.0-LightFalloff,0.5),2.0);
// LightFalloff *= 10.0;
// float LightFalloff = max(1.0-length(LightPos)/250,0.0);
// float N = 2.50;
// LightFalloff = pow(1.0-pow(1.0-LightFalloff,1.0/N),N);
// LightFalloff *= 10.0;
// 0.5 added because lightsources are always high radius.
float NdotL = clamp( dot(normal,normalize(-LightPos)),0.0,1.0);
NdotL = clamp((-15 + NdotL*255.0) / 240.0 ,0.0,1.0);
float fogshadow = GetCloudShadow(p3+cameraPosition, LightPos, blueNoise());
vec3 LightSource = (LightColor * max(LightColor - (1-fogshadow) ,0.0)) * LightFalloff * NdotL ;
@ -420,8 +426,8 @@ void main() {
LightSource += (LightColor * max(LightColor - 0.6,0.0)) * vec3(1.0,1.3,1.0) * LightFalloff2 * (NdotL*0.7+0.3);
// float RT_Shadows = rayTraceShadow(worldToView(normalize(-LightPos)), fragpos_RTSHADOW, blueNoise());
// if(!hand) LightSource *= RT_Shadows*RT_Shadows;
float RT_Shadows = rayTraceShadow(worldToView(normalize(-LightPos)), fragpos_RTSHADOW, blueNoise());
if(!hand) LightSource *= RT_Shadows*RT_Shadows;
// finalize

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@ -2,4 +2,4 @@
#define WORLD
#define BLOCKENTITIES
#include "/gbuffers_all_solid.fsh"
#include "/programs/all_solid.fsh"

View File

@ -2,4 +2,4 @@
#define WORLD
#define BLOCKENTITIES
#include "/gbuffers_all_solid.vsh"
#include "/programs/all_solid.vsh"