fix minimum light for HQ ambient light

This commit is contained in:
Xonk 2024-06-21 14:32:25 -04:00
parent 52b5e13155
commit 0a63b165c8
2 changed files with 4 additions and 2 deletions

View File

@ -320,7 +320,6 @@ void ApplySSRT(
// rgb = torch color * lightmap. a = sky lightmap. // rgb = torch color * lightmap. a = sky lightmap.
vec4 Lighting = RT_AmbientLight(playerPos, lpvPos, Exposure, lightmaps, torchcolor); vec4 Lighting = RT_AmbientLight(playerPos, lpvPos, Exposure, lightmaps, torchcolor);
// skylightcolor = skylightcolor * ambient_brightness * Lighting.a;
skylightcolor = max(skylightcolor * ambient_brightness * Lighting.a, vec3(1.0) * (MIN_LIGHT_AMOUNT*0.01 + nightVision)); skylightcolor = max(skylightcolor * ambient_brightness * Lighting.a, vec3(1.0) * (MIN_LIGHT_AMOUNT*0.01 + nightVision));
for (int i = 0; i < nrays; i++){ for (int i = 0; i < nrays; i++){
@ -343,6 +342,9 @@ void ApplySSRT(
#else #else
skycontribution = (pow(skyCloudsFromTexLOD2(rayDir, colortex4, 6).rgb / 30.0,vec3(0.7))/2.5 * ambient_brightness) * Lighting.a + skylightcolor*(1-Lighting.a) + Lighting.rgb; skycontribution = (pow(skyCloudsFromTexLOD2(rayDir, colortex4, 6).rgb / 30.0,vec3(0.7))/2.5 * ambient_brightness) * Lighting.a + skylightcolor*(1-Lighting.a) + Lighting.rgb;
#endif #endif
skycontribution = max(skycontribution, vec3(1.0) * (MIN_LIGHT_AMOUNT*0.01 + nightVision));
#else #else
#ifdef OVERWORLD_SHADER #ifdef OVERWORLD_SHADER

View File

@ -1,4 +1,4 @@
#define SHADER_VERSION_LABEL 459 // [459] #define SHADER_VERSION_LABEL 460 // [460]
#define saturate(x) clamp(x,0.0,1.0) #define saturate(x) clamp(x,0.0,1.0)