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

@ -15,7 +15,7 @@ uniform sampler2D dhDepthTex1;
uniform sampler2D colortex2;
uniform sampler2D colortex3;
// uniform sampler2D colortex4;
uniform sampler2D colortex4;
uniform sampler2D colortex6;
uniform sampler2D colortex7;
@ -77,15 +77,16 @@ float linearizeDepthFast(const in float depth, const in float near, const in flo
#define TIMEOFDAYFOG
#include "/lib/lightning_stuff.glsl"
#define CLOUDSHADOWSONLY
#include "/lib/volumetricClouds.glsl"
#include "/lib/overworld_fog.glsl"
#endif
#ifdef NETHER_SHADER
uniform sampler2D colortex4;
#include "/lib/nether_fog.glsl"
#endif
#ifdef END_SHADER
uniform sampler2D colortex4;
#include "/lib/end_fog.glsl"
#endif
@ -296,7 +297,7 @@ void waterVolumetrics(inout vec3 inColor, vec3 rayStart, vec3 rayEnd, float estE
}
#ifdef VL_CLOUDS_SHADOWS
sh *= GetCloudShadow_VLFOG(progressW,WsunVec);
sh *= GetCloudShadow_VLFOG(progressW, WsunVec);
#endif
@ -369,6 +370,7 @@ void main() {
#endif
float z = texture2D(depthtex1,tc).x;
#ifdef DISTANT_HORIZONS
float DH_z = texture2D(dhDepthTex1,tc).x;
#else
@ -393,23 +395,15 @@ void main() {
vec3 indirectLightColor = averageSkyCol/30.0;
vec3 indirectLightColor_dynamic = averageSkyCol_Clouds/30.0;
////////////////////////////////////////////////////////////
///////////////// IN FRONT OF TRANSLUCENTS /////////////////
////////////////////////////////////////////////////////////
#ifdef OVERWORLD_SHADER
vec4 VolumetricFog = GetVolumetricFog(viewPos0, vec2(noise_1,noise_2), directLightColor, indirectLightColor);
#endif
#if defined NETHER_SHADER || defined END_SHADER
vec4 VolumetricFog = GetVolumetricFog(viewPos0, noise_1, noise_2);
#endif
#ifdef OVERWORLD_SHADER
vec4 VolumetricFog = GetVolumetricFog(viewPos0, vec2(noise_1,noise_2), directLightColor, indirectLightColor);
#endif
#if defined NETHER_SHADER || defined END_SHADER
vec4 VolumetricFog = GetVolumetricFog(viewPos0, noise_1, noise_2);
#endif
gl_FragData[0] = clamp(VolumetricFog, 0.0, 65000.0);
//////////////////////////////////////////////////////////
///////////////// BEHIND OF TRANSLUCENTS /////////////////
//////////////////////////////////////////////////////////
gl_FragData[0] = clamp(VolumetricFog, 0.0, 65000.0);
if (isEyeInWater == 1){
@ -426,5 +420,4 @@ void main() {
}
// gl_FragData[0] = clamp(vec4(vl,1.0),0.000001,65000.);
}