fix patrix glass refraction issue haha

This commit is contained in:
Xonk 2023-06-17 15:31:17 -04:00
parent b3b01541bd
commit 404fd9e99e

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@ -227,7 +227,7 @@ void main() {
float refractedalpha = decodeVec2(texture2D(colortex11,refractedCoord).b).g;
float refractedalpha2 = texture2D(colortex7,refractedCoord).a;
if( refractedalpha <= 0.0 ) refractedCoord = texcoord; // remove refracted coords on solids
if( refractedalpha <= 0.001 ) refractedCoord = texcoord; // remove refracted coords on solids
#endif
/// --- MAIN COLOR BUFFER --- ///
@ -246,7 +246,6 @@ void main() {
if (TranslucentShader.a > 0.0){
#ifdef Glass_Tint
// if(albedo.a < 0) color = color*albedo.rgb + color * clamp(pow(1.0-luma(albedo.rgb),10.),0.0,1.0);
if(albedo.a > 0.2) color = color*albedo.rgb + color * clamp(pow(1.0-luma(albedo.rgb),20.),0.0,1.0);
#endif