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

@ -2,57 +2,38 @@
#extension GL_EXT_gpu_shader4 : enable
#include "lib/settings.glsl"
flat varying vec3 averageSkyCol_Clouds;
flat varying vec3 sunColor;
flat varying vec3 moonColor;
flat varying vec4 lightCol;
flat varying vec3 avgAmbient;
flat varying float tempOffsets;
flat varying float tempOffsets;
flat varying vec3 WsunVec;
flat varying vec3 ambientUp;
flat varying vec3 ambientLeft;
flat varying vec3 ambientRight;
flat varying vec3 ambientB;
flat varying vec3 ambientF;
flat varying vec3 ambientDown;
uniform mat4 gbufferModelViewInverse;
uniform vec3 sunPosition;
uniform float sunElevation;
uniform sampler2D colortex4;
uniform int frameCounter;
#include "/lib/util.glsl"
#include "/lib/res_params.glsl"
void main() {
// TAA_Offset = offsets[frameCounter%8];
// #ifndef TAA
// TAA_Offset = vec2(0.0);
// #endif
tempOffsets = HaltonSeq2(frameCounter%10000);
gl_Position = ftransform();
gl_Position.xy = (gl_Position.xy*0.5+0.5)*clamp(CLOUDS_QUALITY+0.01,0.0,1.0)*2.0-1.0;
#ifdef TAA_UPSCALING
gl_Position.xy = (gl_Position.xy*0.5+0.5)*RENDER_SCALE*2.0-1.0;
#endif
sunColor = texelFetch2D(colortex4,ivec2(12,37),0).rgb;
averageSkyCol_Clouds = texelFetch2D(colortex4,ivec2(1,37),0).rgb;
sunColor = texelFetch2D(colortex4,ivec2(6,37),0).rgb;
moonColor = texelFetch2D(colortex4,ivec2(13,37),0).rgb;
// avgAmbient = texelFetch2D(colortex4,ivec2(11,37),0).rgb;
vec3 sc = texelFetch2D(colortex4,ivec2(6,37),0).rgb;
lightCol.a = float(sunElevation > 1e-5)*2-1.;
lightCol.rgb = sc;
WsunVec = lightCol.a*normalize(mat3(gbufferModelViewInverse) *sunPosition);
WsunVec = ( float(sunElevation > 1e-5)*2-1. )*normalize(mat3(gbufferModelViewInverse) *sunPosition);
// ambientUp = texelFetch2D(colortex4,ivec2(0,37),0).rgb;
// ambientDown = texelFetch2D(colortex4,ivec2(1,37),0).rgb;
// ambientLeft = texelFetch2D(colortex4,ivec2(2,37),0).rgb;
// ambientRight = texelFetch2D(colortex4,ivec2(3,37),0).rgb;
// ambientB = texelFetch2D(colortex4,ivec2(4,37),0).rgb;
// ambientF = texelFetch2D(colortex4,ivec2(5,37),0).rgb;
avgAmbient = texelFetch2D(colortex4,ivec2(1,37),0).rgb;
}