add ambient light that takes clouds into account, clean up Deferred programs, clean up unused texture calls for LUT, make sure fog and stuff are all using the right LUT colors. fix clouds not being in reflections

thats a good days work
This commit is contained in:
Xonk
2023-06-26 00:33:31 -04:00
parent c46ac275df
commit deb49da793
20 changed files with 219 additions and 309 deletions

View File

@ -2,9 +2,12 @@
#extension GL_EXT_gpu_shader4 : enable
#include "lib/settings.glsl"
flat varying vec3 WsunVec;
flat varying vec3 avgAmbient;
flat varying vec3 averageSkyCol_Clouds;
flat varying vec3 averageSkyCol;
flat varying vec4 lightCol;
flat varying vec3 WsunVec;
flat varying float tempOffsets;
flat varying vec2 TAA_Offset;
flat varying vec3 zMults;
@ -58,8 +61,11 @@ void main() {
#ifndef TAA
TAA_Offset = vec2(0.0);
#endif
avgAmbient = texelFetch2D(colortex4,ivec2(0,37),0).rgb;
averageSkyCol_Clouds = texelFetch2D(colortex4,ivec2(0,37),0).rgb;
averageSkyCol = texelFetch2D(colortex4,ivec2(1,37),0).rgb;
// sunColor = texelFetch2D(colortex4,ivec2(6,37),0).rgb;
// moonColor = texelFetch2D(colortex4,ivec2(13,37),0).rgb;
vec3 sc = texelFetch2D(colortex4,ivec2(6,37),0).rgb;