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

@ -4,13 +4,18 @@ const float LpvBlockPower = 4.0;
// LPV block brightness scale
const float LpvBlockBrightness = 2.0;
float lpvCurve(float values){
// return pow(values, LpvBlockPower) ;
return pow(1.0-sqrt(1.0-values),2.0);
// return values;
}
vec4 SampleLpvNearest(const in ivec3 lpvPos) {
vec4 lpvSample = (frameCounter % 2) == 0
? texelFetch(texLpv1, lpvPos, 0)
: texelFetch(texLpv2, lpvPos, 0);
lpvSample.b = pow(lpvSample.b, LpvBlockPower) * LpvBlockSkyRange.x;
lpvSample.b = lpvCurve(lpvSample.b) * LpvBlockSkyRange.x;
lpvSample.rgb = HsvToRgb(lpvSample.rgb);
return lpvSample;