tweak enchant glint to be a more consistent brightness. moved some fog settings around. disabled particles before deferred because of iris issues

This commit is contained in:
Xonk 2023-10-25 19:17:23 -04:00
parent d47eb2776f
commit 2a5de55319
10 changed files with 60 additions and 22 deletions

View File

@ -389,6 +389,10 @@ void main() {
vec4 Albedo = texture2D_POMSwitch(texture, adjustedTexCoord.xy, vec4(dcdx,dcdy), ifPOM) * color;
#if defined HAND
if (Albedo.a < 0.1) discard;
#endif
if(LIGHTNING > 0) Albedo = vec4(1);
// float ENDPORTAL_EFFECT = 0.0;

View File

@ -190,7 +190,6 @@ void main() {
vec3 position = mat3(gl_ModelViewMatrix) * vec3(gl_Vertex) + gl_ModelViewMatrix[3].xyz;
/////// ----- COLOR STUFF ----- ///////
color = gl_Color;

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@ -492,7 +492,7 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
float roughness = max(pow(1.0-SpecularTex.r,2.0),0.05);
float f0 = SpecularTex.g;
if (iswater > 0.0){
if (iswater > 0.0 && gl_FragData[0].a < 0.9999999){
vec3 Reflections_Final = vec3(0.0);
vec4 Reflections = vec4(0.0);
vec3 SkyReflection = vec3(0.0);
@ -560,6 +560,7 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
} else {
gl_FragData[0].rgb = FinalColor;
}
#else
gl_FragData[0].rgb = FinalColor;
#endif

View File

@ -3,6 +3,8 @@ varying vec2 texcoord;
uniform sampler2D texture;
flat varying float exposure;
//faster and actually more precise than pow 2.2
vec3 toLinear(vec3 sRGB){
return sRGB * (sRGB * (sRGB * 0.305306011 + 0.682171111) + 0.012522878);
@ -36,7 +38,7 @@ float encodeVec2(float x,float y){
#endif
#ifdef ENCHANT_GLINT
/* DRAWBUFFERS:2 */
/* DRAWBUFFERS:2 */
#endif
void main() {
@ -60,8 +62,8 @@ void main() {
#endif
#ifdef ENCHANT_GLINT
vec3 GlintColor = toLinear(Albedo.rgb * color.rgb) * Albedo.a;
vec3 GlintColor = toLinear(Albedo.rgb * color.rgb) / clamp(exposure,0.01,1.0);
gl_FragData[0] = vec4(GlintColor, Albedo.a * 0.1);
gl_FragData[0] = vec4(GlintColor , Albedo.a * 0.1);
#endif
}

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@ -22,15 +22,32 @@ const vec2[8] offsets = vec2[8](vec2(1./8.,-3./8.),
vec2(3,7.)/8.,
vec2(7.,-7.)/8.);
#define diagonal3(m) vec3((m)[0].x, (m)[1].y, m[2].z)
#define projMAD(m, v) (diagonal3(m) * (v) + (m)[3].xyz)
vec4 toClipSpace3(vec3 viewSpacePosition) {
return vec4(projMAD(gl_ProjectionMatrix, viewSpacePosition),-viewSpacePosition.z);
}
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
uniform sampler2D colortex4;
flat varying float exposure;
void main() {
gl_Position = ftransform();
#if defined ENCHANT_GLINT || defined SPIDER_EYES
exposure = texelFetch2D(colortex4,ivec2(10,37),0).r;
vec3 position = mat3(gl_ModelViewMatrix) * vec3(gl_Vertex) + gl_ModelViewMatrix[3].xyz;
gl_Position = toClipSpace3(position);
#else
gl_Position = ftransform();
#endif
texcoord = (gl_MultiTexCoord0).xy;
#ifdef ENCHANT_GLINT

View File

@ -1018,7 +1018,6 @@ void main() {
}
#endif
// gl_FragData[0].rgb = vec3(1) ;
/* DRAWBUFFERS:3 */

View File

@ -7,6 +7,7 @@ flat varying vec2 TAA_Offset;
uniform sampler2D noisetex;
uniform sampler2D depthtex0;
uniform sampler2D depthtex1;
uniform sampler2D depthtex2;
uniform sampler2D colortex0;
uniform sampler2D colortex1;
uniform sampler2D colortex2;
@ -17,12 +18,14 @@ uniform sampler2D colortex6;
uniform sampler2D colortex7;
uniform sampler2D colortex8;
uniform sampler2D colortex9;
uniform sampler2D colortex10;
uniform sampler2D colortex11;
uniform sampler2D colortex13;
uniform sampler2D colortex15;
uniform vec2 texelSize;
flat varying vec3 noooormal;
flat varying vec4 lightCol; //main light source color (rgb),used light source(1=sun,-1=moon)
flat varying vec3 WsunVec;
@ -262,6 +265,7 @@ void main() {
color = color*(1.0-TranslucentShader.a) + TranslucentShader.rgb;
#ifdef BorderFog
if(z < 1.0 && isEyeInWater == 0) color.rgb = mix(color.rgb, sky, fog);
#endif
@ -344,4 +348,5 @@ void main() {
gl_FragData[0].r = vl.a * bloomyFogMult; // pass fog alpha so bloom can do bloomy fog
gl_FragData[1].rgb = clamp(color.rgb, 0.0,68000.0);
}

View File

@ -3,6 +3,7 @@ varying vec2 texcoord;
flat varying vec3 zMults;
uniform float far;
uniform float near;
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
@ -10,6 +11,7 @@ uniform float near;
//////////////////////////////VOID MAIN//////////////////////////////
void main() {
zMults = vec3(1.0/(far * near),far+near,far-near);
gl_Position = ftransform();
texcoord = gl_MultiTexCoord0.xy;

View File

@ -164,7 +164,7 @@ const float sunPathRotation = -35; //[-90 -89 -88 -87 -86 -85 -84 -83 -82 -81 -8
#define RainFog_amount 3 // [0 1 2 3 4 5 6 7 8 9 10 15 20 25]
#define BLOOMY_FOG 1.0 // [0.0 0.25 0.5 0.75 1.0 1.25 1.5 1.75 2.0 3.0 4.0 6.0 10.0 15.0 20.0]
#define BLOOMY_FOG 1.5 // [0.0 0.25 0.5 0.75 1.0 1.25 1.5 1.75 2.0 3.0 4.0 6.0 10.0 15.0 20.0]
#define BLOOM_STRENGTH 4.0 // [0.0 0.25 0.5 0.75 1.0 1.25 1.5 1.75 2.0 3.0 4.0]
#define Cave_fog

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@ -22,7 +22,7 @@ dynamicHandLight=true
oldLighting=false
separateAo = true
particles.before.deferred = true
# particles.before.deferred = true
rain.depth = false
beacon.beam.depth = true
@ -32,31 +32,35 @@ program.composite4.enabled = TAA_UPSCALING
# SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE ZERO
# SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE
#Get the correct alpha value : S_A*(1-DST_A)+DST_A
blend.gbuffers_water = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE
blend.gbuffers_hand_water = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE ZERO
blend.gbuffers_textured = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE ZERO
blend.gbuffers_textured_lit = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE ZERO
blend.gbuffers_hand_water = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE
blend.gbuffers_textured = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE
blend.gbuffers_textured_lit = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE
blend.gbuffers_spidereyes = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE
blend.gbuffers_basic = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE
blend.gbuffers_armor_glint = ONE ONE ONE ONE
blend.gbuffers_weather = ONE ONE ONE ONE
blend.gbuffers_skytextured = ONE ONE ONE ONE
blend.gbuffers_damagedblock = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE
blend.gbuffers_damagedblock = ONE ONE ONE ONE
# Disable blending
blend.gbuffers_hand = off
blend.gbuffers_block = off
blend.gbuffers_basic = off
blend.gbuffers_entities = off
blend.gbuffers_armor_glint = off
blend.gbuffers_beaconbeam = off
blend.gbuffers_armor_glint = off
blend.gbuffers_water.colortex11 = off
blend.composite.colortex12 = off
# Alpha test
alphaTest.shadow = GREATER 0.1
alphaTest.gbuffers_entities = GREATER 0.01
alphaTest.gbuffers_entities = GREATER 0.1
alphaTest.gbuffers_armor_glint=false
alphaTest.gbuffers_weather=false
@ -185,7 +189,12 @@ PhysicsMod_support [LabPBR]
### FOG
screen.Fog.columns=2
screen.Fog = VL_RENDER_RESOLUTION Haze_amount VL_SAMPLES RainFog_amount BLOOMY_FOG [TOD_fog] Cloud_Fog BorderFog [Cave_Fog] [NETHER_END_FOG]
screen.Fog = VL_RENDER_RESOLUTION Haze_amount \
VL_SAMPLES RainFog_amount \
BLOOMY_FOG [TOD_fog] \
BorderFog [Cave_Fog] \
Cloud_Fog PER_BIOME_ENVIRONMENT
screen.TOD_fog.columns=2
@ -337,7 +346,7 @@ uniform.vec3.lightningEffect = vec3(77.0 * lightningFlash, 153.0 * lightningFlas
###################################
# in seconds
variable.int.BiomeTransitionTime = 30
variable.int.BiomeTransitionTime = 60
#ifdef SWAMP_ENV
uniform.float.isSwamps = smooth(if(in(biome, 6, 52, 7), 1,0), BiomeTransitionTime, BiomeTransitionTime)