make daily weather fully functional (No defaults yet). fix damage effects from randomly happening. fix AO strength slider not function when SSAO is on.

This commit is contained in:
Xonk
2024-05-22 00:01:17 -04:00
parent 044d690a52
commit dcce8e5358
26 changed files with 278 additions and 265 deletions

View File

@ -31,7 +31,6 @@ const bool colortex5MipmapEnabled = true;
flat varying vec3 averageSkyCol_Clouds;
flat varying vec4 lightCol;
#if Sun_specular_Strength != 0
#define LIGHTSOURCE_REFLECTION
#endif
@ -41,7 +40,6 @@ const bool colortex5MipmapEnabled = true;
#ifdef NETHER_SHADER
uniform float nightVision;
uniform sampler2D colortex4;
const bool colortex4MipmapEnabled = true;
uniform vec3 lightningEffect;
// #define LIGHTSOURCE_REFLECTION
@ -49,7 +47,6 @@ const bool colortex5MipmapEnabled = true;
#ifdef END_SHADER
uniform float nightVision;
uniform sampler2D colortex4;
uniform vec3 lightningEffect;
flat varying float Flashing;
@ -71,7 +68,7 @@ uniform sampler2D colortex0; //clouds
uniform sampler2D colortex1; //albedo(rgb),material(alpha) RGBA16
uniform sampler2D colortex2; //translucents(rgba)
uniform sampler2D colortex3; //filtered shadowmap(VPS)
// uniform sampler2D colortex4; //LUT(rgb), quarter res depth(alpha)
uniform sampler2D colortex4; //LUT(rgb), quarter res depth(alpha)
uniform sampler2D colortex5; //TAA buffer/previous frame
uniform sampler2D colortex6; //Noise
uniform sampler2D colortex7; //water?
@ -171,6 +168,8 @@ vec3 toScreenSpace(vec3 p) {
#include "/lib/stars.glsl"
#ifdef OVERWORLD_SHADER
#define CLOUDSHADOWSONLY
#include "/lib/volumetricClouds.glsl"
// #define CLOUDS_INTERSECT_TERRAIN
#endif