seeking Intel related issue

implicit conversion, apparently.
This commit is contained in:
Xonk 2023-04-21 15:14:43 -04:00
parent 233056d61c
commit b59cd5d5a9
2 changed files with 8 additions and 6 deletions

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@ -251,7 +251,7 @@ const float shadowDistanceRenderMul = -1.0; //[-1.0 1.0] Can help to increase sh
#define Sky_reflection // just in case you dont want it i guess
// #define Rough_reflections // turns the roughness GGXVNDF ON. sizable performance impact, and introduces alot of noise.
#define Sun_specular_Strength 3 // increase for more sparkles [1 2 3 4 5 6 7 8 9 10]
#define reflection_quality 30 // adjust the quality of the screenspace reflections. [6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 100 ]
#define reflection_quality 30 // adjust the quality of the screenspace reflections. [6.0 7.0 8.0 9.0 10.0 11.0 12.0 13.0 14.0 15.0 16.0 17.0 18.0 19.0 20.0 25.0 30.0 35.0 40.0 45.0 50.0 55.0 60.0 65.0 70.0 75.0 80.0 85.0 90.0 95.0 100.0 ]
#define Roughness_Threshold 1.5 // using a curve on the roughness, make the reflections more or less visible on rough surfaces. good for hiding noise on rough materials [1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 2.9 3.0 ]
#define SCREENSPACE_REFLECTIONS //can be really expensive at high resolutions/render quality, especially on ice
#define SSR_STEPS 30 //[10 15 20 25 30 35 40 50 100 200 400]

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@ -246,7 +246,7 @@ void MaterialReflections(
// // if (!hasReflections) Outdoors = 0.0;
// SunReflection = directlighting * SunGGX(normal, -np3, sunPos, roughness, f0.y) / 5.0;
SunReflection = directlighting * GGX(normal, -np3, sunPos, roughness, f0.yyy);
SunReflection = directlighting * GGX(normal, -np3, sunPos, roughness, vec3(f0.y));
//
if (hasReflections) { // Skip sky reflection and SSR if its just not very visible anyway
#ifdef Sky_reflection
@ -254,16 +254,18 @@ void MaterialReflections(
#endif
#ifdef Screen_Space_Reflections
// #ifdef SCREENSHOT_MODE
// #ifdef SCREENSHOT_MODEFconst
// float rayQuality = reflection_quality;
// #else
float rayQuality = mix_float(reflection_quality,4,luma(rayContrib)); // Scale quality with ray contribution
float rayQuality = mix_float(reflection_quality,4.0,luma(rayContrib)); // Scale quality with ray contribution
// #endif
// float rayQuality = reflection_quality;
vec3 rtPos = rayTraceSpeculars( mat3(gbufferModelView) * L,fragpos.xyz, noise.b, reflection_quality, hand, reflectLength);
vec3 rtPos = rayTraceSpeculars(mat3(gbufferModelView) * L, fragpos.xyz, noise.b, reflection_quality, hand, reflectLength);
float LOD = clamp(reflectLength * 6.0, 0.0,6.0);
float LOD = clamp(reflectLength * 6.0, 0.0,6.0) ;
if(hand || isEntities) LOD = 6.0;
if (rtPos.z < 1.) { // Reproject on previous frame