FIX cloud flicker issue. FIX red hurt effect missing for translucent entities. FIX line on water edges. FIX RTAO/SSGI being super dark. IMPROVE cloud lighting and shapes. ADD toggle to use quarter res depth with rtao/ssgi.UPDATE zh_ch.lang file

This commit is contained in:
Xonk
2024-03-12 17:16:30 -04:00
parent 201ee55b9b
commit e0f61f0128
18 changed files with 286 additions and 109 deletions

View File

@ -305,6 +305,7 @@ uniform float dhFarPlane;
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
uniform vec4 entityColor;
/* RENDERTARGETS:2,7,11,14 */
void main() {
if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 ) {
@ -521,6 +522,10 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
#endif
Indirect_lighting = DoAmbientLightColor(AmbientLightColor, MinimumLightColor, vec3(TORCH_R,TORCH_G,TORCH_B), lightmap.xy);
#ifdef ENTITIES
Albedo.rgb = mix(Albedo.rgb, entityColor.rgb, clamp(entityColor.a*1.5,0,1));
#endif
vec3 FinalColor = (Indirect_lighting + Direct_lighting) * Albedo;