small fix. lower water f0 back to 0.02

This commit is contained in:
Xonk 2024-03-02 17:46:40 -05:00
parent e1a5d82298
commit 22a5ef3e51
4 changed files with 10 additions and 7 deletions

View File

@ -318,7 +318,7 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
float normalDotEye = dot(normals, normalize(pos.xyz));
float fresnel = pow(clamp(1.0 + normalDotEye, 0.0, 1.0),5.0);
fresnel = mix(0.1, 1.0, fresnel);
fresnel = mix(0.02, 1.0, fresnel);
#ifdef SNELLS_WINDOW
if(isEyeInWater == 1) fresnel = pow(clamp(1.5 + normalDotEye,0.0,1.0), 25.0);

View File

@ -48,6 +48,8 @@ const float PI48 = 150.796447372*WAVY_SPEED;
float pi2wt = PI48*frameTimeCounter;
attribute vec4 mc_Entity;
attribute vec4 mc_midTexCoord;
uniform int blockEntityId;
uniform int entityId;
flat varying float blockID;
@ -81,7 +83,6 @@ flat varying int SIGN;
uniform mat4 gbufferModelView;
uniform mat4 gbufferModelViewInverse;
attribute vec4 mc_midTexCoord;
uniform vec3 cameraPosition;
uniform vec2 texelSize;
uniform int framemod8;

View File

@ -386,7 +386,7 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
vec3 bump = normalize(getWaveNormal(posxz, false));
TangentNormal = bump.xy*0.5+0.5; // tangent space normals for refraction
TangentNormal = (bump.xy/5.0)*0.5+0.5; // tangent space normals for refraction
bump = bump * vec3(bumpmult, bumpmult, bumpmult) + vec3(0.0f, 0.0f, 1.0f - bumpmult);
normal = normalize(bump * tbnMatrix);
@ -538,7 +538,7 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
#ifdef WATER_REFLECTIONS
vec2 SpecularTex = texture2D(specular, lmtexcoord.xy, Texture_MipMap_Bias).rg;
SpecularTex = (iswater > 0.0 && iswater < 0.9) && SpecularTex.r > 0.0 && SpecularTex.g < 0.9 ? SpecularTex : vec2(1.0,0.1);
SpecularTex = (iswater > 0.0 && iswater < 0.9) && SpecularTex.r > 0.0 && SpecularTex.g < 0.9 ? SpecularTex : vec2(1.0,0.02);
float roughness = max(pow(1.0-SpecularTex.r,2.0),0.05);
float f0 = SpecularTex.g;

View File

@ -44,16 +44,18 @@ uniform sampler2D noisetex; //noise
uniform sampler2D depthtex0;
uniform sampler2D depthtex1;
// uniform sampler2D depthtex2;
#ifdef DISTANT_HORIZONS
// #ifdef DISTANT_HORIZONS
uniform sampler2D dhDepthTex;
uniform sampler2D dhDepthTex1;
#endif
// #endif
uniform sampler2D colortex0; //clouds
uniform sampler2D colortex1; //albedo(rgb),material(alpha) RGBA16
uniform sampler2D colortex2; //translucents(rgba)
uniform sampler2D colortex3; //filtered shadowmap(VPS)
// uniform sampler2D colortex4; //LUT(rgb), quarter res depth(alpha)
// uniform sampler2D colortex5; //TAA buffer/previous frame
uniform sampler2D colortex5; //TAA buffer/previous frame
uniform sampler2D colortex6; //Noise
uniform sampler2D colortex7; //water?
uniform sampler2D colortex8; //Specular