small tweak

This commit is contained in:
Xonk 2023-07-23 00:34:30 -04:00
parent 02090206b0
commit 6f1d3529fd
2 changed files with 2 additions and 2 deletions

View File

@ -401,7 +401,7 @@ void main() {
// estEyeDepth = max(Water_Top_Layer - cameraPosition.y,0.0);
vec3 vl = vec3(0.0);
waterVolumetrics(vl, vec3(0.0), fragpos, estEyeDepth, estEyeDepth, length(fragpos), noise, totEpsilon, scatterCoef, ambientColVol, lightColVol*(1.0-pow(1.0-sunElevation*lightCol.a,5.0)) , dot(normalize(fragpos), normalize(sunVec) * lightCol.a ));
waterVolumetrics(vl, vec3(0.0), fragpos, estEyeDepth, estEyeDepth, length(fragpos), noise, totEpsilon, scatterCoef, ambientColVol, lightColVol*(1.0-pow(1.0-sunElevation*lightCol.a,5.0)) , dot(normalize(fragpos), normalize(sunVec* lightCol.a ) ));
gl_FragData[0] = clamp(vec4(vl,1.0),0.000001,65000.);
}

View File

@ -316,7 +316,7 @@ void main() {
// bloomy rain effect
float rainDrops = clamp(texture2D(colortex9,texcoord).a, 0.0,1.0);
if(rainDrops > 0.0) vl.a *= clamp(1.0 - pow(rainDrops*5.0,2),0.0,1.0);
if(rainDrops > 0.0) bloomyFogMult *= clamp(1.0 - pow(rainDrops*5.0,1),0.0,1.0);
/// lava.
if (isEyeInWater == 2){