more setup for scene controller, replace old weather stuff with it. fix vignette when entering/exitings water. added a water enter effect

This commit is contained in:
Xonk
2025-03-27 19:09:58 -04:00
parent e5d90521dd
commit f0611c681e
22 changed files with 229 additions and 269 deletions

View File

@ -10,12 +10,7 @@ flat varying vec3 averageSkyCol_Clouds;
flat varying float exposure;
#endif
#ifdef Daily_Weather
flat varying vec4 dailyWeatherParams0;
flat varying vec4 dailyWeatherParams1;
#endif
#include "/lib/scene_controller.glsl"
flat varying vec3 WsunVec;
@ -36,17 +31,17 @@ flat varying vec2 TAA_Offset;
uniform int framemod8;
#include "/lib/TAA_jitter.glsl"
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
uniform float frameTimeCounter;
#include "/lib/Shadow_Params.glsl"
#include "/lib/sky_gradient.glsl"
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
void main() {
gl_Position = ftransform();
@ -57,15 +52,8 @@ void main() {
lightCol.rgb = texelFetch2D(colortex4,ivec2(6,37),0).rgb;
averageSkyCol = texelFetch2D(colortex4,ivec2(1,37),0).rgb;
averageSkyCol_Clouds = texelFetch2D(colortex4,ivec2(0,37),0).rgb;
#if defined Daily_Weather
dailyWeatherParams0 = vec4(texelFetch2D(colortex4,ivec2(1,1),0).rgb / 1500.0, 0.0);
dailyWeatherParams1 = vec4(texelFetch2D(colortex4,ivec2(2,1),0).rgb / 1500.0, 0.0);
dailyWeatherParams0.a = texelFetch2D(colortex4,ivec2(3,1),0).x/1500.0;
dailyWeatherParams1.a = texelFetch2D(colortex4,ivec2(3,1),0).y/1500.0;
#endif
readSceneControllerParameters(colortex4, parameters.smallCumulus, parameters.largeCumulus, parameters.altostratus, parameters.fog);
#endif
#ifdef NETHER_SHADER