Update #52 - Fixed various issues with the client

This commit is contained in:
lax1dude
2025-06-15 21:43:43 -07:00
parent 325a6826bf
commit f3281c037f
94 changed files with 882 additions and 506 deletions

View File

@ -44,8 +44,6 @@ uniform sampler2D u_gbufferDepthTexture;
#define SKY_BRIGHTNESS 5.0
#EAGLER INCLUDE (4) "eagler:glsl/deferred/lib/branchless_comparison.glsl"
void main() {
gl_FragDepth = 0.0;
vec3 viewDir = normalize(v_position3f);
@ -55,7 +53,7 @@ void main() {
float f = max(dot(viewDir, u_sunDirection3f) - 0.995, 0.0) * 100.0;
float intensity = min(f * 2.0, 1.0);
intensity *= intensity * intensity * intensity * textureLod(u_sunOcclusion, vec2(0.5, 0.5), 0.0).r * 2.0;
intensity *= 1.0 - COMPARE_GT_0_1(textureLod(u_gbufferDepthTexture, (v_positionClip3f.xy / v_positionClip3f.z) * 0.5 + 0.5, 0.0).r, 0.0);
intensity *= step(textureLod(u_gbufferDepthTexture, (v_positionClip3f.xy / v_positionClip3f.z) * 0.5 + 0.5, 0.0).r, 0.0);
output4f = vec4(v_color3f * SKY_BRIGHTNESS + intensity * u_sunColor3f, 0.0);
#endif
#ifdef COMPILE_CLOUDS