fix blocklight and ambient light interactions with rtao/ssgi/gtao. fix atmosphere haze self absorbance. fix cloud lighting during nausea. fix the issue were floodfill handheld lights cannot be toggled off. fix hardocded emission writing to the wrong buffer. fix lighting on translucents/particles in the end/nether

This commit is contained in:
Xonk
2024-06-23 21:43:15 -04:00
parent cfbdedfd4c
commit fe459005c9
16 changed files with 153 additions and 188 deletions

View File

@ -291,22 +291,17 @@ vec3 RT(vec3 dir, vec3 position, float noise, float stepsizes, bool hand){
return vec3(1.1);
}
void ApplySSRT(
inout vec3 lighting,
vec3 ApplySSRT(
vec3 viewPos,
vec3 normal,
vec3 noise,
vec3 playerPos,
vec3 lpvPos,
float Exposure,
vec2 lightmaps,
vec3 skylightcolor,
vec3 torchcolor,
vec3 indirectLightColor,
vec3 minLightColor,
float lightmap,
bool isGrass,
bool hand
bool isLOD
){
int nrays = RAY_COUNT;
@ -318,9 +313,7 @@ void ApplySSRT(
vec3 occlusion2 = vec3(0.0);
vec3 skycontribution2 = vec3(0.0);
// rgb = torch color * lightmap. a = sky lightmap.
vec4 Lighting = RT_AmbientLight(playerPos, lpvPos, Exposure, lightmaps, torchcolor);
skylightcolor = max(skylightcolor * ambient_brightness * Lighting.a, vec3(1.0) * (MIN_LIGHT_AMOUNT*0.01 + nightVision));
vec3 ambientColor = doIndirectLighting(indirectLightColor * 2.5, minLightColor, lightmap);
for (int i = 0; i < nrays; i++){
int seed = (frameCounter%40000)*nrays+i;
@ -330,33 +323,32 @@ void ApplySSRT(
#ifdef HQ_SSGI
vec3 rayHit = rayTrace_GI( mat3(gbufferModelView) * rayDir, viewPos, noise.z, 50.); // ssr rt
#else
vec3 rayHit = RT(mat3(gbufferModelView)*rayDir, viewPos, noise.z, 30., hand); // choc sspt
vec3 rayHit = RT(mat3(gbufferModelView)*rayDir, viewPos, noise.z, 30., isLOD); // choc sspt
#endif
#ifdef SKY_CONTRIBUTION_IN_SSRT
#ifdef OVERWORLD_SHADER
if(isGrass) rayDir.y = clamp(rayDir.y + 0.5,-1,1);
// rayDir.y = mix(-1.0, rayDir.y, lightmaps.y*lightmaps.y);
skycontribution = pow(skyCloudsFromTexLOD(rayDir, colortex4, 0).rgb/30, vec3(0.7)) *2.5 * ambient_brightness * Lighting.a + Lighting.rgb;
skycontribution = mix(ambientColor, pow(skyCloudsFromTexLOD(rayDir, colortex4, 0).rgb/30, vec3(0.7)), lightmap);
#else
skycontribution = (pow(skyCloudsFromTexLOD2(rayDir, colortex4, 6).rgb / 30.0,vec3(0.7))/2.5 * ambient_brightness) * Lighting.a + skylightcolor*(1-Lighting.a) + Lighting.rgb;
skycontribution = pow(skyCloudsFromTexLOD2(rayDir, colortex4, 6).rgb / 30.0,vec3(0.7));
#endif
skycontribution = max(skycontribution, vec3(1.0) * (MIN_LIGHT_AMOUNT*0.01 + nightVision));
skycontribution = max(skycontribution, minLightColor * max(MIN_LIGHT_AMOUNT*0.01, nightVision * 0.1));
#else
#ifdef OVERWORLD_SHADER
if(isGrass) rayDir.y = clamp(rayDir.y + 0.25,-1,1);
skycontribution = skylightcolor * (max(rayDir.y,pow(1.0-lightmaps.y,2))*0.95+0.05) + Lighting.rgb;
skycontribution = ambientColor * (max(rayDir.y,pow(1.0-lightmap,2))*0.95+0.05);
#else
skycontribution = skylightcolor + Lighting.rgb;
skycontribution = ambientColor;
#endif
#if indirect_effect == 4
skycontribution2 = skylightcolor + Lighting.rgb;
skycontribution2 = ambientColor;
#endif
#endif
@ -370,7 +362,6 @@ void ApplySSRT(
if (previousPosition.x > 0.0 && previousPosition.y > 0.0 && previousPosition.x < 1.0 && previousPosition.x < 1.0){
radiance += texture2D(colortex5, previousPosition.xy).rgb * GI_Strength + skycontribution;
} else{
radiance += skycontribution;
}
@ -389,14 +380,14 @@ void ApplySSRT(
radiance += skycontribution;
}
}
if(isLOD) return max(radiance/nrays, 0.0);
occlusion *= AO_Strength;
#if indirect_effect == 4
lighting = max(radiance/nrays - max(occlusion, occlusion2*0.5)/nrays, 0.0);
#else
lighting = max(radiance/nrays - occlusion/nrays, 0.0);
#endif
if(hand) lighting = skylightcolor/1.5;
#if indirect_effect == 4
return max(radiance/nrays - max(occlusion, occlusion2*0.5)/nrays, 0.0);
#else
return max(radiance/nrays - occlusion/nrays, 0.0);
#endif
}