fix includes

This commit is contained in:
Sasha
2023-07-07 13:56:38 +01:00
parent 30b9fb48aa
commit cca6a1bfc7
43 changed files with 104 additions and 104 deletions

View File

@ -2,7 +2,7 @@
//Volumetric fog rendering
//#extension GL_EXT_gpu_shader4 : disable
#include "lib/settings.glsl"
#include "/lib/settings.glsl"
flat varying vec4 lightCol;
flat varying vec3 sunColor;
@ -41,16 +41,16 @@ uniform vec2 texelSize;
// uniform int worldTime;
#include "lib/Shadow_Params.glsl"
#include "lib/color_transforms.glsl"
#include "lib/color_dither.glsl"
#include "lib/projections.glsl"
#include "lib/sky_gradient.glsl"
#include "/lib/Shadow_Params.glsl"
#include "/lib/color_transforms.glsl"
#include "/lib/color_dither.glsl"
#include "/lib/projections.glsl"
#include "/lib/sky_gradient.glsl"
#include "/lib/res_params.glsl"
#define TIMEOFDAYFOG
#include "lib/volumetricClouds.glsl"
#include "/lib/volumetricClouds.glsl"
float blueNoise(){
@ -114,7 +114,7 @@ float waterCaustics(vec3 wPos, vec3 lightSource) { // water waves
// return vec*inversesqrt(dot(vec,vec));
// }
#include "lib/volumetricFog.glsl"
#include "/lib/volumetricFog.glsl"
void waterVolumetrics(inout vec3 inColor, vec3 rayStart, vec3 rayEnd, float estEyeDepth, float estSunDepth, float rayLength, float dither, vec3 waterCoefs, vec3 scatterCoef, vec3 ambient, vec3 lightSource, float VdotL){
int spCount = 8;