Tweak ambient light color sampling to be more gooder

This commit is contained in:
Xonk 2023-06-28 17:14:08 -04:00
parent 4d2c35c526
commit c4c2e0d2d7
7 changed files with 20 additions and 11 deletions

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@ -89,12 +89,15 @@ void main() {
vec3 pos = normalize(vec3(0,1,0));
int maxIT = 9;
for (int i = 0; i < maxIT; i++) {
pos.xy += normalize(sample3x3[i] * vec2(0.5,0.5));
averageSkyCol_Clouds += 2.0*skyCloudsFromTex(pos,colortex4).rgb/maxIT/150.;
pos = normalize(vec3(0,1,0));
pos.xy += normalize(sample3x3[i]) * vec2(0.3183,0.90);
averageSkyCol_Clouds += 1.72*skyCloudsFromTex(pos,colortex4).rgb/maxIT/150.;
// pos = normalize(vec3(0,1,0));
// pos.xy += normalize(sample3x3[i]) * vec2(0.3183,0.90);
averageSkyCol += 1.5*skyFromTex(pos,colortex4).rgb/maxIT/150.; // please dont do an infinite feedback loop....
pos = normalize(vec3(0,1,0));
}
/// TOOO DAMN BLUE

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@ -8,6 +8,8 @@ entity.1100 = slime giant ender_dragon ghast sheep
#weak sss (same as weak sss for blocks)
entity.1200 = player frog chicken snow_golem polar_bear zombie_horse armor_stand arrow squid bat cat cod cow donkey fox horse mooshroom mule ocelot parrot pig piglin polar_bear pufferfish rabbit salmon strider tropical_fish turtle villager wandering_trader bee cave_spider dolphin enderman llama panda spider wolf zombified_piglin blaze creeper drowned elder_gaurdian endermite evoker guardian hoglin husk magma_cube phantom piglin_brute pillager ravager silverfish stray vex vindicator witch zoglin zombie zombie_villager wither trader_llama
# various stuff
entity.12345 = minecraft:lightning_bolt weather2:lightning_bolt
entity.2300 = minecraft:item_frame minecraft:item_display

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@ -223,7 +223,9 @@ void main() {
SIGN = 0;
#ifdef WORLD
// disallow POM to work on signs.
if(blockEntityId == 2200) SIGN = 1;
if(blockEntityId == 2100) PORTAL = 1;
#endif
@ -231,12 +233,13 @@ void main() {
PHYSICSMOD_SNOW = 0;
#ifdef ENTITIES
// disallow POM to work on item frames.
if(entityId == 2300) SIGN = 1;
#ifdef ENTITY_PHYSICSMOD_SNOW
if(entityId == 829925) PHYSICSMOD_SNOW = 1;
#endif
if(entityId == 2300) SIGN = 1;
// try and single out nametag text and then discard nametag background
// if( dot(gl_Color.rgb, vec3(1.0/3.0)) < 1.0) NameTags = 1;

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@ -1,6 +1,7 @@
#version 120
// #define ENTITIES
#define BLOCKENTITIES
#define ENTITIES
// #define LINE
// #define BLOCKENTITIES
#define WORLD
#include "gbuffers_all_solid.fsh"

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@ -1,7 +1,7 @@
#version 120
// #define ENTITIES
#define ENTITIES
// #define LINE
#define BLOCKENTITIES
// #define BLOCKENTITIES
#define WORLD
#include "gbuffers_all_solid.vsh"

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@ -139,7 +139,7 @@ vec3 calculateAtmosphere(vec3 background, vec3 viewVector, vec3 upVector, vec3 s
scatteringSun += sky_coefficientsScattering * (stepAirmass.xy * phaseSun ) * stepScatteringVisible * sky_transmittance(position, sunVector*0.5+0.1, jSteps) ;
scatteringMoon += sky_coefficientsScattering * (stepAirmass.xy * phaseMoon) * stepScatteringVisible * sky_transmittance(position, moonVector, jSteps);
// Nice way to fake multiple scattering.
scatteringAmbient += sky_coefficientsScattering * stepAirmass.xy * (stepScatteringVisible * low_sun );
scatteringAmbient += sky_coefficientsScattering * stepAirmass.xy * (stepScatteringVisible * low_sun);
transmittance *= stepTransmittance ;
}

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@ -5,7 +5,7 @@ underwaterOverlay=false
sun=true
moon=true
clouds=off
stars=true
stars=false
vignette=false
dynamicHandLight=true
program.composite4.enabled=TAA_UPSCALING