fix minimum light not working when SSGI/RTAO is enabled

This commit is contained in:
Xonk 2024-05-22 00:30:35 -04:00
parent 3f5e0ea418
commit 73a64112ce

View File

@ -320,7 +320,8 @@ void ApplySSRT(
// rgb = torch color * lightmap. a = sky lightmap.
vec4 Lighting = RT_AmbientLight(playerPos, lpvPos, Exposure, lightmaps, torchcolor);
skylightcolor = skylightcolor * ambient_brightness * Lighting.a;
// skylightcolor = skylightcolor * ambient_brightness * Lighting.a;
skylightcolor = max(skylightcolor * ambient_brightness * Lighting.a, vec3(1.0) * (MIN_LIGHT_AMOUNT*0.01 + nightVision));
for (int i = 0; i < nrays; i++){
int seed = (frameCounter%40000)*nrays+i;
@ -339,9 +340,9 @@ void ApplySSRT(
// rayDir.y = mix(-1.0, rayDir.y, lightmaps.y*lightmaps.y);
skycontribution = ((skyCloudsFromTexLOD(rayDir, colortex4, 0).rgb / 30.0) * 2.5 * ambient_brightness) * Lighting.a + Lighting.rgb;
skycontribution = ((skyCloudsFromTexLOD(rayDir, colortex4, 0).rgb / 30.0) * 2.5 * ambient_brightness) * Lighting.a + skylightcolor*(1-Lighting.a) + Lighting.rgb;
#else
skycontribution = ((skyCloudsFromTexLOD2(rayDir, colortex4, 6).rgb / 30.0) * 2.5 * ambient_brightness) * Lighting.a + Lighting.rgb;
skycontribution = ((skyCloudsFromTexLOD2(rayDir, colortex4, 6).rgb / 30.0) * 2.5 * ambient_brightness) * Lighting.a + skylightcolor*(1-Lighting.a) + Lighting.rgb;
#endif
#else