downgrade to v1.53

-> fix dark nights, but removes DH compat too
This commit is contained in:
2025-11-18 09:30:15 +01:00
parent f2788f598f
commit 05f8dd803d
9 changed files with 91 additions and 537 deletions

View File

@@ -1,14 +1,5 @@
#version 120
/* DRAWBUFFERS:34 */
/*
Sildur's Vibrant Shaders:
https://www.patreon.com/Sildur
https://sildurs-shaders.github.io/
https://twitter.com/SildurFX
Permissions:
You are not allowed to edit, copy code or share my shaderpack under a different name or claim it as yours.
*/
#define gbuffers_shadows
#define composite0
@@ -971,13 +962,6 @@ vec3 YCoCg2RGB(vec3 c){
return vec3(c.r+c.g-c.b, c.r + c.b, c.r - c.g - c.b);
}
#ifdef DISTANT_HORIZONS
uniform sampler2D dhDepthTex0;
uniform sampler2D dhDepthTex1;
uniform float dhNearPlane;
uniform float dhFarPlane;
#endif
void main() {
//sample half-resolution buffer with correct texture coordinates
@@ -987,14 +971,7 @@ vec4 hr = pow(texture2D(composite,(floor(gl_FragCoord.xy/2.)*2+1.0)/vec2(viewWid
float depth0 = texture2D(depthtex0, texcoord).x; //everything
float depth1 = texture2D(depthtex1, texcoord).x; //transparency
//DH
#ifndef DISTANT_HORIZONS
bool sky = (depth0 >= 1.0);
#else
float DHdepth0 = texture2D(dhDepthTex0, texcoord).x;
float DHdepth1 = texture2D(dhDepthTex1, texcoord).x;
bool sky = (depth0 >= 1.0) && !(DHdepth1 < depth1);
#endif
vec4 albedo = texture2D(colortex0,texcoord);
vec3 normal = decode(texture2D(colortex1, texcoord).xy);
@@ -1217,21 +1194,11 @@ if (ntc2.x < 1.0 && ntc2.y < 1.0 && ntc2.x > 0.0 && ntc2.y > 0.0){
vec2 noisetc = ntc2 + deltatexcoord*raysNoise(ntc2) + deltatexcoord; //maybe doesnt need to be filtered
bool underwater = (isEyeInWater == 1.0);
#ifndef DISTANT_HORIZONS
for (int i = 0; i < grays_sample; i++) {
float depth = underwater? texture2D(depthtex1, noisetc).x : texture2D(depthtex0, noisetc).x; //swap depth for now, wip
noisetc += deltatexcoord;
gr += dot(step(comp, depth), 1.0)*cdist(noisetc);
}
#else
comp = 1.0-dhNearPlane/dhFarPlane/dhFarPlane;
for (int i = 0; i < grays_sample; i++) {
float depth = underwater? texture2D(dhDepthTex1, noisetc).x : texture2D(dhDepthTex0, noisetc).x;
depth *= underwater? texture2D(depthtex1, noisetc).x : texture2D(depthtex0, noisetc).x; //swap depth for now, wip
noisetc += deltatexcoord;
gr += dot(step(comp, depth), 1.0)*cdist(noisetc);
}
#endif
gr /= grays_sample;
#endif
#endif
@@ -1247,12 +1214,7 @@ gr = 0.0;
for (int i = -6; i < 7;i++) {
for (int j = -6; j < 7 ;j++) {
vec2 ij = vec2(i,j);
#ifndef DISTANT_HORIZONS
float depth = texture2D(depthtex0, ntc+lightPos + sign(ij)*sqrt(abs(ij))*vec2(0.006)).x;
#else
float depth = texture2D(dhDepthTex0, ntc+lightPos + sign(ij)*sqrt(abs(ij))*vec2(0.006)).x;
depth *= texture2D(depthtex0, ntc+lightPos + sign(ij)*sqrt(abs(ij))*vec2(0.006)).x;
#endif
gr += dot(step(comp, depth), 1.0);
}
}