add max distance for biome effects. make border fog cylindrical. Fix compile error on optifine.

This commit is contained in:
Xonk
2024-02-12 00:49:20 -05:00
parent 69dae189b1
commit b91c1f796f
9 changed files with 119 additions and 67 deletions

View File

@ -43,6 +43,7 @@ vec3 toScreenSpace(vec3 p) {
vec4 fragposition = iProjDiag * p3.xyzz + gbufferProjectionInverse[3];
return fragposition.xyz / fragposition.w;
}
float R2_dither(){
vec2 coord = gl_FragCoord.xy + (frameCounter%40000) * 2.0;
vec2 alpha = vec2(0.75487765, 0.56984026);
@ -76,32 +77,6 @@ vec3 normVec (vec3 vec){
return vec*inversesqrt(dot(vec,vec));
}
#define diagonal3(m) vec3((m)[0].x, (m)[1].y, m[2].z)
#define projMAD(m, v) (diagonal3(m) * (v) + (m)[3].xyz)
uniform mat4 dhPreviousProjection;
uniform mat4 dhProjectionInverse;
uniform mat4 dhProjection;
vec3 DH_toScreenSpace(vec3 p) {
vec4 iProjDiag = vec4(dhProjectionInverse[0].x, dhProjectionInverse[1].y, dhProjectionInverse[2].zw);
vec3 feetPlayerPos = p * 2. - 1.;
vec4 viewPos = iProjDiag * feetPlayerPos.xyzz + dhProjectionInverse[3];
return viewPos.xyz / viewPos.w;
}
vec3 DH_toClipSpace3(vec3 viewSpacePosition) {
return projMAD(dhProjection, viewSpacePosition) / -viewSpacePosition.z * 0.5 + 0.5;
}
uniform float dhFarPlane;
uniform float dhNearPlane;
float DH_ld(float dist) {
return (2.0 * dhNearPlane) / (dhFarPlane + dhNearPlane - dist * (dhFarPlane - dhNearPlane));
}
float DH_inv_ld (float lindepth){
return -((2.0*dhNearPlane/lindepth)-dhFarPlane-dhNearPlane)/(dhFarPlane-dhNearPlane);
}
#include "/lib/lightning_stuff.glsl"
#include "/lib/sky_gradient.glsl"