add moonphases that alter the brightness of night. tweak torch and sky lightmap curves a bit

This commit is contained in:
Xonk
2023-06-19 23:32:39 -04:00
parent 7eb49cd12c
commit cb404760be
10 changed files with 79 additions and 38 deletions

View File

@ -243,6 +243,7 @@ void main() {
#endif
vec4 vl = BilateralUpscale(colortex0, depthtex1, gl_FragCoord.xy, frDepth, vec2(0.0));
color *= vl.a;
if (TranslucentShader.a > 0.0){
#ifdef Glass_Tint
@ -256,16 +257,13 @@ void main() {
#endif
}
//cave fog
//cave fog
#ifdef Cave_fog
if (isEyeInWater == 0){
float fogdistfade = 1.0 - clamp( exp(-pow(length(fragpos / far),2.)*5.0) ,0.0,1.0);
float fogfade = clamp( exp(clamp( np3.y*0.5 +0.5,0,1) * -6.0) ,0.0,1.0);
color.rgb = mix(color.rgb, vec3(CaveFogColor_R,CaveFogColor_G,CaveFogColor_B)*fogfade, fogdistfade * (1.0-lightleakfix) * (1.0-darknessFactor)* clamp( 1.5 - np3.y,0.,1)) ;
float fogdistfade = clamp( pow(length(fragpos) / far, CaveFogFallOff) ,0.0,1.0);
float fogfade = clamp( exp(clamp(np3.y * 0.5 + 0.5,0,1) * -3.0) ,0.0,1.0);
color.rgb = mix(color.rgb, vec3(CaveFogColor_R,CaveFogColor_G,CaveFogColor_B)*fogfade + (blueNoise()-0.5)*0.01, fogdistfade * (1.0-lightleakfix) * (1.0-darknessFactor) * clamp( 1.5 - np3.y,0.,1)) ;
// color.rgb = vec3(CaveFogColor_R,CaveFogColor_G,CaveFogColor_B)*fogfade ;
}
#endif
@ -276,16 +274,13 @@ void main() {
vl.a *= fogfade*0.7+0.3 ;
}
color *= vl.a;
color += vl.rgb;
// bloomy rain effect
float rainDrops = clamp(texture2D(colortex9,texcoord).a, 0.0,1.0);
if(rainDrops > 0.0) vl.a *= clamp(1.0 - pow(rainDrops*5.0,2),0.0,1.0);
gl_FragData[0].r = vl.a;
/// lava.
if (isEyeInWater == 2){
@ -310,6 +305,7 @@ void main() {
if(texcoord.x < 0.45 && luma(thingy) > 0.0 ) color.rgb = thingy;
#endif
gl_FragData[0].r = vl.a; // pass fog alpha so bloom can do bloomy fog
gl_FragData[1].rgb = clamp(color.rgb,0.0,68000.0);
// gl_FragData[1].rgb = vec3(tangentNormals,0.0);