#wip anti-occlusion shader

25 messages · Page 1 of 1 (latest)

long grotto
fickle flame
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oh wow, how does it look like in caves?

rancid ether
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Probably one of the best implementation of Minecraft Dungeon's camera

long grotto
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thank you

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(i think it's only one of two? and the other is forked from my mod?)

fickle flame
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oh thats pretty good :o
Is it compatible with sodium / iris?

sry for the many questions xD

long grotto
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sodium yes (required for the moment), iris no (it's a customized sodium shader, so theoretically you could write an iris shader with the same effect, but i haven't done so)

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it would have to be reimplemented in any iris shader you wanted to use

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actually i'm not 100% sure on that statement since it might be compatible with some purely post-processing shaders

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but don't get your hopes up

fickle flame
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understandable xD

pearl bough
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That is very cool.

long grotto
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semi-accidentally made this neat effect

carmine nest
# long grotto

this would actually go kinda hard with the shouldersurfing mod with a few tweaks i think

long grotto
dark rover
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i want this

pallid mason
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Very cool

wicked marsh
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holy that's insane

long grotto
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ignore the culling issues those will not be in the final product

carmine nest
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oh youre trying to make it work regardless of the distance? wow awesome neat feature, will be fire for aerial screenshots

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whats your current method?

long grotto
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i'm rendering two passes, once with glDepthFunc(GL_GREATER) to populate the depth buffer with the furthest values. then i do a second pass with glDepthFunc(GL_LESS) and my fragment culling heuristic to discard culled fragments so you can see through, but only if there's something behind it (otherwise the depth test fails)