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

@ -145,6 +145,7 @@
//#define SPECULARTEX
// #define LabPBR_Emissives
#define EMISSIVE_TYPE 2 // [0 1 2 3]
#define Emissive_Brightness 10.0 // [1.0 2.0 3.0 4.0 5.0 6.0 7.0 8.0 9.0 10.0 15.0 20.0 25.0 30.0 35.0 40.0 45.0 50.0 100.]
#define Emissive_Curve 2.0 // yes i blatantly copied kappa here. [1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 2.9 3.0 ]
@ -159,9 +160,8 @@
#define MAX_DIST 25.0 // [5.0 10.0 15.0 20.0 25.0 30.0 40.0 50.0 60.0 70.0 80.0 90.0 100.0 125.0 150.0 200.0 400.0] //Increases distance at which POM is calculated
// #define Porosity
#define Sub_surface_scattering // (place the flashlight on your hand example here)
#define SSS_TYPE 1 // [0 1 2 3]
#define SSS_TYPE 2 // [0 1 2 3]
#define Ambient_SSS // subsurface scattering from the sky's light. If SSAO is enabled, this costs very little performance.
#define ambientsss_brightness 1 // [0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 2.9 3.0 ]
#define Strong_SSS_strength 45 // [ 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 2 3 4 5 6 7 8 9 10 15 20 30 35 40 45 50]