add snells window effect back in

This commit is contained in:
Xonk 2024-11-16 19:38:04 -05:00
parent 06c571c00a
commit 727d223649

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@ -344,7 +344,7 @@ vec3 specularReflections(
bool isMetal = f0 > 229.5/255.0;
// #ifndef FORWARD_RENDERED_SPECULAR
// #ifndef FORWARD_SPECULAR
// // underwater, convert from f0 air, to ior, then back to f0 water
// if(!isMetal || isWater){
// f0 = 2.0 / (1.0 - sqrt(f0)) - 1.0;
@ -368,9 +368,9 @@ vec3 specularReflections(
float shlickFresnel = shlickFresnelRoughness(dot(-normalize(viewDir), vec3(0.0,0.0,1.0)), roughness);
// #if defined FORWARD_RENDERED_SPECULAR && defined SNELLS_WINDOW
// if(isEyeInWater == 1) shlickFresnel = mix(shlickFresnel, 1.0, min(max(0.97 - (1-shlickFresnel),0.0)/(1-0.97),1.0));
// #endif
#if defined FORWARD_SPECULAR && defined SNELLS_WINDOW
if(isEyeInWater == 1) shlickFresnel = mix(shlickFresnel, 1.0, min(max(0.98 - (1.0-shlickFresnel),0.0)/(1-0.98),1.0));
#endif
// F0 < 230 dialectrics
// F0 >= 230 hardcoded metal f0