same as last one but better

This commit is contained in:
Merlin1809
2026-02-13 03:29:37 +01:00
parent 3dd3ecece3
commit 2cfa0bedde
2 changed files with 11 additions and 13 deletions
+7 -6
View File
@@ -435,8 +435,8 @@ void main() {
#if defined DEPTH_WRITE_POM
gl_FragDepth = gl_FragCoord.z;
float original_depth = gl_FragCoord.z;
float final_depth = gl_FragCoord.z;
vec3 original_depth = playerpos;
vec3 final_depth = fragpos;
#endif
#if !defined BLOCKENTITIES && !defined ENTITIES && !defined HAND && defined SHADER_GRASS && !defined COLORWHEEL && defined WORLD && !defined CUTOUT
@@ -478,8 +478,8 @@ void main() {
#if defined DEPTH_WRITE_POM
vec3 truePos = fragpos + sumVec*inverseMatrix(tbnMatrix)*interval;
final_depth = toClipSpace3(truePos).z;
gl_FragDepth = final_depth;
final_depth = truePos;
gl_FragDepth = toClipSpace3(truePos).z;
#endif
}
}
@@ -706,8 +706,9 @@ void main() {
Albedo.a = opaqueMasks;
#if defined POM_OFFSET_SHADOW_BIAS && defined POM && (!defined ENTITIES && !defined HAND || defined COLORWHEEL)
float pom_offset = abs(final_depth-original_depth);
if(pom_offset > 0.0) Albedo.a = pom_offset*8.0;
final_depth = mat3(gbufferModelViewInverse) * final_depth + gbufferModelViewInverse[3].xyz;
float pom_offset = length(final_depth-original_depth);
if(pom_offset > 0.0) Albedo.a = min(pom_offset*0.4, 0.4);
#endif
#endif
+4 -7
View File
@@ -1305,14 +1305,11 @@ void main() {
shadowMapFalloff2 = 1.0;
}
vec3 shadowPlayerPos = feetPlayerPos;
#if defined POM_OFFSET_SHADOW_BIAS && defined POM
vec3 viewPos2 = toScreenSpace(vec3(texcoord/RENDER_SCALE - TAA_Offset*texelSize*0.5, z - POM_DEEPNESS / 20.0));
vec3 feetPlayerPos2 = mat3(gbufferModelViewInverse) * viewPos2 + gbufferModelViewInverse[3].xyz;
vec3 shadowPlayerPos = feetPlayerPos2;
#else
vec3 shadowPlayerPos = feetPlayerPos;
shadowPlayerPos -= POM_DEEPNESS*normalize(feetPlayerPos);
#endif
#if LIGHTLEAKFIX_MODE == 1