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

@ -24,7 +24,6 @@ uniform vec3 cameraPosition;
#include "/lib/color_transforms.glsl"
#include "/lib/color_dither.glsl"
#include "/lib/res_params.glsl"
#include "/lib/gameplay_effects.glsl"
uniform int hideGUI;
@ -118,6 +117,28 @@ float interleaved_gradientNoise(){
}
#include "/lib/gameplay_effects.glsl"
void doCameraGridLines(inout vec3 color, vec2 UV){
float lineThicknessY = 0.0025;
float lineThicknessX = lineThicknessY/aspectRatio;
float horizontalLines = abs(UV.x-0.33);
horizontalLines = min(abs(UV.x-0.66), horizontalLines);
float verticalLines = abs(UV.y-0.33);
verticalLines = min(abs(UV.y-0.66), verticalLines);
float gridLines = horizontalLines < lineThicknessX || verticalLines < lineThicknessY ? 1.0 : 0.0;
if(hideGUI > 0.0) gridLines = 0.0;
color = mix(color, vec3(1.0), gridLines);
}
void main() {
#ifdef BICUBIC_UPSCALING
vec3 col = SampleTextureCatmullRom(colortex7,texcoord,1.0/texelSize).rgb;
@ -165,6 +186,10 @@ void main() {
applyGameplayEffects(FINAL_COLOR, texcoord, interleaved_gradientNoise());
#endif
#ifdef CAMERA_GRIDLINES
doCameraGridLines(FINAL_COLOR, texcoord);
#endif
gl_FragColor.rgb = FINAL_COLOR;
#if DEBUG_VIEW == debug_SHADOWMAP