reorginized settings.glsl and removed old settings. removed all text descriptions so i can write them in the lang files

This commit is contained in:
Xonk
2023-07-02 19:10:48 -04:00
parent 5f7f23c2a9
commit eedb689348
11 changed files with 346 additions and 418 deletions

View File

@ -20,12 +20,6 @@ flat varying float tempOffsets;
uniform float eyeAltitude;
/*
const int colortex12Format = RGBA16F; //Final output, transparencies id (gbuffer->composite4)
const int colortex15Format = RGBA16F; //Final output, transparencies id (gbuffer->composite4)
*/
flat varying vec3 zMults;
uniform sampler2D colortex0;//clouds
uniform sampler2D colortex1;//albedo(rgb),material(alpha) RGBA16
@ -939,10 +933,10 @@ void main() {
}
}
#ifdef Sub_surface_scattering
#ifdef Variable_Penumbra_Shadows
float sunSSS_density = LabSSS;
#ifndef RENDER_ENTITY_SHADOWS
if(entities) sunSSS_density = 0.0;
#endif
@ -953,8 +947,6 @@ void main() {
if (isEyeInWater == 0) SSS *= lightleakfix; // light leak fix
#endif
if (!hand){
if (abs(filtered.y-0.1) < 0.0004 && LabSSS < 0.0 ) SSS = vec3(0.0);
@ -970,17 +962,12 @@ void main() {
if (abs(filtered.y-0.1) < 0.0004 ) SSS *= vec3(Shadows);
#endif
// #else
// if (abs(filtered.y-0.1) < 0.0004 && LabSSS > 0.0 ) SSS = clamp((lightmap.y-0.87)*25,0,1) * clamp(pow(1+dot(WsunVec,normal),25),0,1) * vec3(1);
#endif
}
#ifdef Variable_Penumbra_Shadows
SSS *= 1.0-NdotL*Shadows;
#endif
#else
SSS = vec3(0.0);
#endif
#ifdef VOLUMETRIC_CLOUDS
#ifdef CLOUDS_SHADOWS
@ -1151,9 +1138,8 @@ void main() {
MaterialReflections(FINAL_COLOR, SpecularTex.r, SpecularTex.ggg, albedo, WsunVec, (Shadows*NdotL)*DirectLightColor, lightmap.y, slopednormal, np3, fragpos, vec3(blueNoise(gl_FragCoord.xy).rg, interleaved_gradientNoise()), hand, entities);
#endif
// #ifdef LabPBR_Emissives
LabEmission(FINAL_COLOR, albedo, SpecularTex.a);
// #endif
LabEmission(FINAL_COLOR, albedo, SpecularTex.a);
if(lightningBolt) FINAL_COLOR.rgb += vec3(Lightning_R,Lightning_G,Lightning_B) * 255.0;