potential error fix in composite5.fsh

This commit is contained in:
Xonk 2024-02-05 22:27:33 -05:00
parent 49ed9be196
commit db7f9c7ae5
2 changed files with 5 additions and 3 deletions

View File

@ -1181,7 +1181,7 @@ void main() {
vec3 lightningColor = (lightningEffect / 3) * (max(eyeBrightnessSmooth.y,0)/240.); vec3 lightningColor = (lightningEffect / 3) * (max(eyeBrightnessSmooth.y,0)/240.);
vec3 ambientColVol = max((averageSkyCol_Clouds / 30.0) * custom_lightmap_T, vec3(0.2,0.4,1.0) * (MIN_LIGHT_AMOUNT*0.01 + nightVision)) ; vec3 ambientColVol = max((averageSkyCol_Clouds / 30.0) * custom_lightmap_T, vec3(0.2,0.4,1.0) * (MIN_LIGHT_AMOUNT*0.01 + nightVision)) ;
waterVolumetrics(gl_FragData[0].rgb, viewPos0, viewPos, estimatedDepth, estimatedSunDepth, Vdiff, noise_2, totEpsilon, scatterCoef, ambientColVol, lightColVol, dot(feetPlayerPos_normalized, WsunVec)); // waterVolumetrics(gl_FragData[0].rgb, viewPos0, viewPos, estimatedDepth, estimatedSunDepth, Vdiff, noise_2, totEpsilon, scatterCoef, ambientColVol, lightColVol, dot(feetPlayerPos_normalized, WsunVec));
} }
#else #else
if (iswater && isEyeInWater == 0){ if (iswater && isEyeInWater == 0){
@ -1201,7 +1201,9 @@ void main() {
//////// DEBUG VIEW STUFF //////// DEBUG VIEW STUFF
#if DEBUG_VIEW == debug_SHADOWMAP #if DEBUG_VIEW == debug_SHADOWMAP
gl_FragData[0].rgb = (shadowMapFalloff > 0.0 ? vec3(1.0,1.0,1.0) : vec3(1.0,0.25,0.25)) * shadowMap ; vec3 OutsideShadowMap_and_DH_shadow = (shadowMapFalloff > 0.0 && z >= 1.0) ? vec3(0.25,1.0,0.25) : vec3(1.0,0.25,0.25);
vec3 Normal_Shadowmap = z < 1.0 ? vec3(0.25,0.25,1.0) : OutsideShadowMap_and_DH_shadow;
gl_FragData[0].rgb = Normal_Shadowmap * shadowMap;
#endif #endif
#if DEBUG_VIEW == debug_NORMALS #if DEBUG_VIEW == debug_NORMALS
gl_FragData[0].rgb = normal; gl_FragData[0].rgb = normal;

View File

@ -237,7 +237,7 @@ vec4 TAA_hq(){
//use velocity from the nearest texel from camera in a 3x3 box in order to improve edge quality in motion //use velocity from the nearest texel from camera in a 3x3 box in order to improve edge quality in motion
#ifdef CLOSEST_VELOCITY #ifdef CLOSEST_VELOCITY
#ifdef DISTANT_HORIZONS #ifdef DISTANT_HORIZONS
vec3 closestToCamera = closestToCamera5taps(adjTC, texture2D(depthtex0,adjTC).x < 1.0 ? depthtex0 : dhDepthTex); vec3 closestToCamera = closestToCamera5taps(adjTC, depthtex0);
#else #else
vec3 closestToCamera = closestToCamera5taps(adjTC, depthtex0); vec3 closestToCamera = closestToCamera5taps(adjTC, depthtex0);
#endif #endif