diff --git a/shaders/dimensions/composite11.fsh b/shaders/dimensions/composite11.fsh index 3ec1714..f2f164b 100644 --- a/shaders/dimensions/composite11.fsh +++ b/shaders/dimensions/composite11.fsh @@ -104,7 +104,6 @@ void main() { vec3 bloom = texture2D(colortex3, texcoord/clampedRes*vec2(1920.,1080.)*BLOOM_QUALITY).rgb / 2.0 / 7.0; - float lightScat = clamp(BLOOM_STRENGTH * 0.05 * pow(exposure.a, 0.2) ,0.0,1.0)*vignette; float VL_abs = texture2D(colortex7,texcoord*RENDER_SCALE).r; @@ -120,7 +119,7 @@ void main() { // // apply exposure // col *= exposure.rgb; - col = (mix(col,bloom,VL_abs)+bloom * lightScat) * exposure.rgb; + col = (mix(col, bloom, VL_abs) + bloom * lightScat) * exposure.rgb; //Purkinje Effect float lum = dot(col,vec3(0.15,0.3,0.55)); diff --git a/shaders/dimensions/composite11.vsh b/shaders/dimensions/composite11.vsh index e77b7c4..3763c38 100644 --- a/shaders/dimensions/composite11.vsh +++ b/shaders/dimensions/composite11.vsh @@ -2,7 +2,7 @@ varying vec2 texcoord; flat varying vec4 exposure; -flat varying float rodExposure; +flat varying vec2 rodExposureDepth; uniform sampler2D colortex4; //////////////////////////////VOID MAIN////////////////////////////// @@ -15,6 +15,8 @@ void main() { gl_Position = ftransform(); texcoord = gl_MultiTexCoord0.xy; - exposure=vec4(texelFetch2D(colortex4,ivec2(10,37),0).r*vec3(FinalR,FinalG,FinalB),texelFetch2D(colortex4,ivec2(10,37),0).r); - rodExposure = texelFetch2D(colortex4,ivec2(14,37),0).r; -} + + exposure = vec4(texelFetch2D(colortex4,ivec2(10,37),0).r*vec3(FinalR,FinalG,FinalB),texelFetch2D(colortex4,ivec2(10,37),0).r); + rodExposureDepth = texelFetch2D(colortex4,ivec2(14,37),0).rg; + rodExposureDepth.y = sqrt(rodExposureDepth.y/65000.0); +} \ No newline at end of file diff --git a/shaders/lib/volumetricFog.glsl b/shaders/lib/volumetricFog.glsl index c1237f8..0e1a40e 100644 --- a/shaders/lib/volumetricFog.glsl +++ b/shaders/lib/volumetricFog.glsl @@ -151,6 +151,7 @@ vec4 GetVolumetricFog( vec3 progressW = gbufferModelViewInverse[3].xyz + cameraPosition; float lightleakfix = clamp(pow(eyeBrightnessSmooth.y/240.,2) ,0.0,1.0); + for (int i=0;i