temporary hand lightleak fix

This commit is contained in:
Xonk 2023-07-16 22:08:17 -04:00
parent dc2028aa09
commit 63bb1d3ad4

View File

@ -852,6 +852,8 @@ void main() {
DirectLightColor = vec3(0.0); DirectLightColor = vec3(0.0);
#endif #endif
if(hand) DirectLightColor *= max(eyeBrightnessSmooth.y,0)/240.;
vec3 AmbientLightColor = averageSkyCol_Clouds; vec3 AmbientLightColor = averageSkyCol_Clouds;
@ -929,7 +931,7 @@ void main() {
bool ShadowBounds = false; bool ShadowBounds = false;
if(shadowDistanceRenderMul > 0.0) ShadowBounds = length(p3_shadow) < shadowDistance; if(shadowDistanceRenderMul > 0.0) ShadowBounds = length(p3_shadow) < max(shadowDistance - 20,0.0);
if(shadowDistanceRenderMul < 0.0) ShadowBounds = abs(projectedShadowPosition.x) < 1.0-1.5/shadowMapResolution && abs(projectedShadowPosition.y) < 1.0-1.5/shadowMapResolution && abs(projectedShadowPosition.z) < 6.0; if(shadowDistanceRenderMul < 0.0) ShadowBounds = abs(projectedShadowPosition.x) < 1.0-1.5/shadowMapResolution && abs(projectedShadowPosition.y) < 1.0-1.5/shadowMapResolution && abs(projectedShadowPosition.z) < 6.0;