#wip anti-occlusion shader
25 messages · Page 1 of 1 (latest)
oh wow, how does it look like in caves?
Probably one of the best implementation of Minecraft Dungeon's camera
oh thats pretty good :o
Is it compatible with sodium / iris?
sry for the many questions xD
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)
it would have to be reimplemented in any iris shader you wanted to use
actually i'm not 100% sure on that statement since it might be compatible with some purely post-processing shaders
but don't get your hopes up
understandable xD
That is very cool.
semi-accidentally made this neat effect
this would actually go kinda hard with the shouldersurfing mod with a few tweaks i think
ah, i have my own control scheme. i just haven't implemented support for pointing at blocks behind other (shader culled) blocks
Yeah this is awesome
i want this
Very cool
holy that's insane
i've been losing my fucking mind for the past 3 days but i'm finally getting somewhere
ignore the culling issues those will not be in the final product
oh youre trying to make it work regardless of the distance? wow awesome neat feature, will be fire for aerial screenshots
whats your current method?
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)