diff --git a/shaders/dimensions/composite1.fsh b/shaders/dimensions/composite1.fsh index 23282ea..38bf0bc 100644 --- a/shaders/dimensions/composite1.fsh +++ b/shaders/dimensions/composite1.fsh @@ -1181,7 +1181,7 @@ void main() { vec3 lightningColor = (lightningEffect / 3) * (max(eyeBrightnessSmooth.y,0)/240.); vec3 ambientColVol = max((averageSkyCol_Clouds / 30.0) * custom_lightmap_T, vec3(0.2,0.4,1.0) * (MIN_LIGHT_AMOUNT*0.01 + nightVision)) ; - waterVolumetrics(gl_FragData[0].rgb, viewPos0, viewPos, estimatedDepth, estimatedSunDepth, Vdiff, noise_2, totEpsilon, scatterCoef, ambientColVol, lightColVol, dot(feetPlayerPos_normalized, WsunVec)); + // waterVolumetrics(gl_FragData[0].rgb, viewPos0, viewPos, estimatedDepth, estimatedSunDepth, Vdiff, noise_2, totEpsilon, scatterCoef, ambientColVol, lightColVol, dot(feetPlayerPos_normalized, WsunVec)); } #else if (iswater && isEyeInWater == 0){ @@ -1201,7 +1201,9 @@ void main() { //////// DEBUG VIEW STUFF #if DEBUG_VIEW == debug_SHADOWMAP - gl_FragData[0].rgb = (shadowMapFalloff > 0.0 ? vec3(1.0,1.0,1.0) : vec3(1.0,0.25,0.25)) * shadowMap ; + vec3 OutsideShadowMap_and_DH_shadow = (shadowMapFalloff > 0.0 && z >= 1.0) ? vec3(0.25,1.0,0.25) : vec3(1.0,0.25,0.25); + vec3 Normal_Shadowmap = z < 1.0 ? vec3(0.25,0.25,1.0) : OutsideShadowMap_and_DH_shadow; + gl_FragData[0].rgb = Normal_Shadowmap * shadowMap; #endif #if DEBUG_VIEW == debug_NORMALS gl_FragData[0].rgb = normal; diff --git a/shaders/dimensions/composite5.fsh b/shaders/dimensions/composite5.fsh index e64648b..752641b 100644 --- a/shaders/dimensions/composite5.fsh +++ b/shaders/dimensions/composite5.fsh @@ -237,7 +237,7 @@ vec4 TAA_hq(){ //use velocity from the nearest texel from camera in a 3x3 box in order to improve edge quality in motion #ifdef CLOSEST_VELOCITY #ifdef DISTANT_HORIZONS - vec3 closestToCamera = closestToCamera5taps(adjTC, texture2D(depthtex0,adjTC).x < 1.0 ? depthtex0 : dhDepthTex); + vec3 closestToCamera = closestToCamera5taps(adjTC, depthtex0); #else vec3 closestToCamera = closestToCamera5taps(adjTC, depthtex0); #endif