forgot to turn off nether debugging for fog ahaha

This commit is contained in:
Xonk 2023-08-06 16:15:11 -04:00
parent 6bea0d3cae
commit 4d8a5105ed

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@ -74,25 +74,23 @@ vec4 GetVolumetricFog(
vec3 progress = start.xyz + d*dV;
vec3 progressW = gbufferModelViewInverse[3].xyz+cameraPosition + d*dVWorld;
float densityVol = cloudVol(progressW) * pow(exp(max(progressW.y-65,0.0) / -15),2);
float density = min(densityVol,0.019);
// do main lighting
float Density = cloudVol(progressW) * pow(exp(max(progressW.y-65,0.0) / -15),2);
float fireLight = cloudVol(progressW - vec3(0,1,0)) * clamp(exp(abs(progressW.y-30) / -1),0,1);
float fireLight = cloudVol(progressW - vec3(0,1,0)) * clamp(exp(max(30 - progressW.y,0.0) / -10.0),0,1);
vec3 vL0 = vec3(1.0,0.4,0.2) * exp(fireLight * -25) * exp(max(progressW.y-30,0.0) / -10) * 25;
vL0 += vec3(0.8,0.8,1.0) * (1.0 - exp(densityVol * -1)) / 10 ;
vL0 += vec3(0.8,0.8,1.0) * (1.0 - exp(Density * -1)) / 10 ;
// do background fog lighting
float AirDensity = 0.01;
float Air = 0.01;
vec3 vL1 = fogcolor / 20.0;
;
vL += (vL1 - vL1*exp(-AirDensity*dd*dL)) * absorbance;
vL += (vL0 - vL0*exp(-density*dd*dL)) * absorbance;
vL += (vL1 - vL1*exp(-Air*dd*dL)) * absorbance;
vL += (vL0 - vL0*exp(-Density*dd*dL)) * absorbance;
absorbance *= exp(-(density+AirDensity)*dd*dL);
absorbance *= exp(-(Density+Air)*dd*dL);
if (absorbance < 1e-5) break;
}