few tweaks, enable new debug view for filtered stuff

This commit is contained in:
Xonk 2024-03-02 00:07:12 -05:00
parent 66837f8df8
commit 466482c31f

View File

@ -851,6 +851,7 @@ void main() {
#else
float shadowMapFalloff = pow(1.0-pow(1.0-min(max(1.0 - length(vec3(feetPlayerPos.x,feetPlayerPos.y/1.5,feetPlayerPos.z)) / shadowDistance,0.0)*5.0,1.0),2.0),2.0);
#endif
float shadowMapFalloff2 = pow(1.0-pow(1.0-min(max(1.0 - length(vec3(feetPlayerPos.x,feetPlayerPos.y/1.5,feetPlayerPos.z)) / min(shadowDistance,far),0.0)*5.0,1.0),2.0),2.0);
float LM_shadowMapFallback = min(max(lightmap.y-0.8, 0.0) * 25,1.0);
@ -1036,7 +1037,7 @@ void main() {
Shadows = shadowMap;
}
if(!iswater) Shadows = mix(LM_shadowMapFallback, Shadows, shadowMapFalloff);
if(!iswater) Shadows = mix(LM_shadowMapFallback, Shadows, shadowMapFalloff2);
#ifdef OLD_LIGHTLEAK_FIX
if (isEyeInWater == 0) Shadows *= clamp(pow(eyeBrightnessSmooth.y/240. + lightmap.y,2.0) ,0.0,1.0); // light leak fix
@ -1289,12 +1290,12 @@ void main() {
gl_FragData[0].rgb = viewPos * 0.001;
#endif
// #if DEBUG_VIEW == debug_FILTERED_STUFF
// vec3 FilteredDebug = vec3(15.0) * exp(-1.0 * vec3(1.0,0.5,1.0) * filteredShadow.y);
// FilteredDebug += vec3(15.0) * exp(-7.0 * vec3(1.0,1.0,0.5) * pow(SSAO_SSS.x,2));
// FilteredDebug += vec3(15.0) * exp(-7.0 * vec3(0.5,1.0,1.0) * pow(SSAO_SSS.y,2));
// gl_FragData[0].rgb = FilteredDebug;
// #endif
#if DEBUG_VIEW == debug_FILTERED_STUFF
vec3 FilteredDebug = vec3(15.0) * exp(-1.0 * vec3(1.0,0.5,1.0) * filteredShadow.y);
FilteredDebug += vec3(15.0) * exp(-7.0 * vec3(1.0,1.0,0.5) * pow(SSAO_SSS.x,2));
FilteredDebug += vec3(15.0) * exp(-7.0 * vec3(0.5,1.0,1.0) * pow(SSAO_SSS.y,2));
gl_FragData[0].rgb = FilteredDebug;
#endif
#ifdef CLOUDS_INFRONT_OF_WORLD
gl_FragData[1] = texture2D(colortex2, texcoord);