fix missing vertex color. fix particles showing through block entities. improve sampling shape of ssao, ambient SSS, and shadow filtering. remade ambient SSS. temporary patch on DH water SSR. add updated zh_cn translation

This commit is contained in:
Xonk
2024-05-09 18:24:29 -04:00
parent f11e4cd4fa
commit e1787e4355
18 changed files with 431 additions and 230 deletions

View File

@ -58,7 +58,7 @@ vec3 viewToWorld(vec3 viewPos) {
void main() {
vec4 Albedo = texture2D(texture, texcoord);
Albedo.rgb = toLinear(Albedo.rgb);
Albedo.rgb = toLinear(Albedo.rgb * color.rgb);
#if defined SPIDER_EYES || defined BEACON_BEAM || defined GLOWING
@ -72,7 +72,12 @@ void main() {
float autoBrightnessAdjust = mix(minimumBrightness, 100.0, clamp(exp(-10.0*exposure),0.0,1.0));
vec3 emissiveColor = Albedo.rgb * color.a * autoBrightnessAdjust;
#ifdef DISABLE_VANILLA_EMISSIVES
vec3 emissiveColor = vec3(0.0);
Albedo.a = 0.0;
#else
vec3 emissiveColor = Albedo.rgb * color.a * autoBrightnessAdjust;
#endif
gl_FragData[0] = vec4(emissiveColor*0.1, Albedo.a * sqrt(color.a));
#endif
@ -80,7 +85,16 @@ void main() {
#ifdef ENCHANT_GLINT
float autoBrightnessAdjust = mix(0.1, 100.0, clamp(exp(-10.0*exposure),0.0,1.0));
vec3 GlintColor = Albedo.rgb * autoBrightnessAdjust * Emissive_Brightness;
Albedo.rgb = clamp(Albedo.rgb ,0.0,1.0); // for safety
#ifdef DISABLE_ENCHANT_GLINT
vec3 GlintColor = vec3(0.0);
Albedo.a = 0.0;
#else
vec3 GlintColor = Albedo.rgb * autoBrightnessAdjust * Emissive_Brightness;
#endif
gl_FragData[0] = vec4(GlintColor*0.1, dot(Albedo.rgb,vec3(0.333)) * Albedo.a );
#endif