ADDED material AO. made Volumetric fogs all converge better. made "ambient light only" work universally. removed fallback dimension.

This commit is contained in:
Xonk
2023-10-20 20:26:41 -04:00
parent ca39a0a6dd
commit fd0e4c45be
76 changed files with 80 additions and 581 deletions

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@ -16,6 +16,7 @@ vec3 DoAmbientLightColor(
vec3 TorchLight = TorchColor * TORCH_AMOUNT * TorchLM;
return IndirectLight + TorchLight;
}
vec4 RT_AmbientLight(
vec3 TorchColor,
vec2 Lightmap
@ -27,57 +28,4 @@ vec4 RT_AmbientLight(
vec3 TorchLight = TorchColor * TORCH_AMOUNT * TorchLM;
return vec4(TorchLight, skyLM);
}
// #ifdef NETHER_SHADER
// vec3 DoAmbientLighting_Nether(vec3 FogColor, vec3 TorchColor, float Lightmap, vec3 Normal, vec3 np3, vec3 WorldPos){
// float TorchLM = 10.0 - ( 1.0 / (pow(exp(-0.5*inversesqrt(Lightmap)),5.0)+0.1));
// TorchLM = pow(TorchLM/4,10) + pow(Lightmap,1.5)*0.5; //pow(TorchLM/4.5,10)*2.5 + pow(Lightmap.x,1.5)*0.5;
// vec3 TorchLight = TorchColor * TorchLM * 0.75;
// TorchLight *= TORCH_AMOUNT;
// FogColor = max(FogColor, vec3(0.05) * MIN_LIGHT_AMOUNT*0.01 + nightVision);
// return FogColor + TorchLight ;
// }
// #endif
// #ifdef END_SHADER
// vec3 DoAmbientLighting_End(vec3 FogColor, vec3 TorchColor, float Lightmap, vec3 Normal, vec3 np3){
// float TorchLM = 10.0 - ( 1.0 / (pow(exp(-0.5*inversesqrt(Lightmap)),5.0)+0.1));
// TorchLM = pow(TorchLM/4,10) + pow(Lightmap,1.5)*0.5;
// vec3 TorchLight = TorchColor * TorchLM * 0.75;
// TorchLight *= TORCH_AMOUNT;
// FogColor = FogColor / max(dot(FogColor,vec3(0.3333)),0.05);
// vec3 FogTint = FogColor*clamp(1.1 + dot(Normal,np3),0.0,1.0) * 0.1;
// vec3 AmbientLight = max(vec3(0.5,0.75,1.0)* 0.1, (MIN_LIGHT_AMOUNT*0.01 + nightVision*0.5) );
// return TorchLight + AmbientLight;// + AmbientLight + FogTint;
// }
// #endif
// #ifdef FALLBACK_SHADER
// vec3 DoAmbientLighting_Fallback(vec3 Color, vec3 TorchColor, float Lightmap, vec3 Normal, vec3 p3){
// float TorchLM = 10.0 - ( 1.0 / (pow(exp(-0.5*inversesqrt(Lightmap)),5.0)+0.1));
// TorchLM = pow(TorchLM/4,10) + pow(Lightmap,1.5)*0.5;
// vec3 TorchLight = TorchColor * TorchLM * 0.75;
// TorchLight *= TORCH_AMOUNT;
// float NdotL = clamp(-dot(Normal,normalize(p3)),0.0,1.0);
// float PlayerLight = exp( (1.0-clamp(1.0 - length(p3) / 32.0,0.0,1.0)) *-10.0);
// // vec3 AmbientLight = TorchColor * PlayerLight * NdotL;
// vec3 AmbientLight = vec3(0.5,0.3,1.0)*0.2 * (Normal.y*0.5+0.6);
// return TorchLight + AmbientLight;// + AmbientLight + FogTint;
// }
// #endif
}

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@ -198,7 +198,7 @@ vec4 GetVolumetricFog(
float dither,
float dither2
){
int SAMPLES = 32;
int SAMPLES = 16;
vec3 vL = vec3(0.0);
float absorbance = 1.0;
@ -286,7 +286,7 @@ vec4 GetVolumetricFog(
float AirDensity = 0.002;
// AirDensity = 0.0;
vec3 vL1 = vec3(0.5,0.75,1.0);
vec3 vL1 = vec3(0.5,0.75,1.0) * 0.5;
// vL1 += Light1 + Light2;
vL += (vL1 - vL1*exp2(-AirDensity*dd*dL)) * absorbance;

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@ -34,6 +34,7 @@ vec2 SpiralSample(
return vec2(x, y);
}
////////////////////////////////////////////////////////////////
///////////////////////////// SSAO ////////////////////////
////////////////////////////////////////////////////////////////

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@ -261,6 +261,7 @@ const float sunPathRotation = -35; //[-90 -89 -88 -87 -86 -85 -84 -83 -82 -81 -8
#endif
#define Puddle_Size 1.0 // [0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5]
// #define MATERIAL_AO
//////////////////////////////////////
@ -315,7 +316,9 @@ uniform int moonPhase;
#ifdef VOLUMETRIC_CLOUDS
#define Cloud_Fog
#define CLOUDS_SHADOWS
#ifndef ambientLight_only
#define CLOUDS_SHADOWS
#endif
#ifdef CLOUDS_SHADOWS
#define VL_CLOUDS_SHADOWS