improve water waves and underwater fog colors. add support for viveCraft hand with the flashlight/handheld light (more vivecraft support is planned for the future). tweak time of day fog labels. clean a little code.

This commit is contained in:
Xonk
2025-03-09 22:36:51 -04:00
parent b7c276b015
commit c2d97ec045
18 changed files with 169 additions and 130 deletions

View File

@ -460,12 +460,9 @@ float SSRT_FlashLight_Shadows(vec3 viewPos, bool depthCheck, vec3 lightDir, floa
void Emission(
inout vec3 Lighting,
vec3 Albedo,
float Emission,
float exposure
float Emission
){
// float autoBrightnessAdjust = mix(5.0, 100.0, clamp(exp(-10.0*exposure),0.0,1.0));
if( Emission < 254.5/255.0) Lighting = mix(Lighting, Albedo * 5.0 * Emissive_Brightness, pow(Emission, Emissive_Curve)); // old method.... idk why
// if( Emission < 254.5/255.0 ) Lighting += (Albedo * Emissive_Brightness) * pow(Emission, Emissive_Curve);
if( Emission < 254.5/255.0) Lighting = mix(Lighting, Albedo * 5.0 * Emissive_Brightness, pow(Emission, Emissive_Curve));
}
#include "/lib/indirect_lighting_effects.glsl"
@ -940,6 +937,7 @@ void main() {
#else
float minimumAbsorbance = (1.0 - lightLeakFix);
#endif
Absorbtion = exp(-totEpsilon * max(Vdiff, minimumAbsorbance));
@ -1186,7 +1184,7 @@ void main() {
#else
const vec3 lpvPos = vec3(0.0);
#endif
vec3 blockLightColor = doBlockLightLighting( vec3(TORCH_R,TORCH_G,TORCH_B), lightmap.x, exposure, feetPlayerPos, lpvPos);
vec3 blockLightColor = doBlockLightLighting( vec3(TORCH_R,TORCH_G,TORCH_B), lightmap.x, feetPlayerPos, lpvPos);
Indirect_lighting += blockLightColor;
vec4 flashLightSpecularData = vec4(0.0);
@ -1305,7 +1303,7 @@ void main() {
vec3 FINAL_COLOR = (Indirect_lighting + Direct_lighting) * albedo;
Emission(FINAL_COLOR, albedo, SpecularTex.a, exposure);
Emission(FINAL_COLOR, albedo, SpecularTex.a);
if(lightningBolt) FINAL_COLOR = vec3(77.0, 153.0, 255.0);