fix rain fog brightness

This commit is contained in:
Xonk 2023-06-11 18:32:37 -04:00
parent 432674bc59
commit 8c5a2360c4
5 changed files with 8 additions and 4 deletions

View File

@ -36,7 +36,7 @@ float cloudVol(in vec3 pos){
TimeOfDayFog(UniformFog, CloudyFog); TimeOfDayFog(UniformFog, CloudyFog);
return CloudyFog + UniformFog; return CloudyFog + UniformFog + RainFog;
} }
vec4 getVolumetricRays( vec4 getVolumetricRays(
@ -254,6 +254,7 @@ vec4 InsideACloudFog(
float cloudhsadow = 1; float cloudhsadow = 1;
#ifdef VL_CLOUDS_SHADOWS #ifdef VL_CLOUDS_SHADOWS
cloudhsadow = sh * GetCloudShadow_VLFOG(progressW); cloudhsadow = sh * GetCloudShadow_VLFOG(progressW);
#endif #endif
@ -274,8 +275,8 @@ vec4 InsideACloudFog(
vec3 AtmosphericFog = Fog_SkyCol * (rL+m) ; vec3 AtmosphericFog = Fog_SkyCol * (rL+m) ;
// extra fog effects // extra fog effects
vec3 rainRays = (sunColor*cloudhsadow) * (rayL*phaseg(SdotV,0.5)) * clamp(pow(WsunVec.y,5)*2,0.0,1) * rainStrength * RainFog_amount; vec3 rainRays = ((Fog_SunCol/5)*cloudhsadow) * (rayL*phaseg(SdotV,0.5)) * clamp(pow(WsunVec.y,5)*2,0.0,1.0) * rainStrength * RainFog_amount;
vec3 CaveRays = (sunColor*cloudhsadow) * phaseg(SdotV,0.7) * 0.001 * (1.0 - max(eyeBrightnessSmooth.y,0)/240.); vec3 CaveRays = (Fog_SunCol*cloudhsadow) * phaseg(SdotV,0.7) * 0.001 * (1.0 - max(eyeBrightnessSmooth.y,0)/240.);
vec3 vL0 = (DirectLight + AmbientLight + AtmosphericFog + rainRays ) * max(eyeBrightnessSmooth.y,0)/240. + CaveRays ; vec3 vL0 = (DirectLight + AmbientLight + AtmosphericFog + rainRays ) * max(eyeBrightnessSmooth.y,0)/240. + CaveRays ;

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@ -225,7 +225,7 @@ uniform.float.Alto_Cov = smooth(2, if( \
uniform.float.Alto_Den = smooth(3, if( \ uniform.float.Alto_Den = smooth(3, if( \
moonPhase == 0, 0.1, \ moonPhase == 0, 0.1, \
moonPhase == 1, 0.35, \ moonPhase == 1, 0.25, \
moonPhase == 2, 0.0, \ moonPhase == 2, 0.0, \
moonPhase == 3, 0.0, \ moonPhase == 3, 0.0, \
moonPhase == 4, 0.0, \ moonPhase == 4, 0.0, \

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@ -4,4 +4,5 @@
// #define LINE // #define LINE
#define BLOCKENTITIES #define BLOCKENTITIES
#define WORLD #define WORLD
#include "/programs/all_solid.vsh" #include "/programs/all_solid.vsh"

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@ -2,4 +2,5 @@
#define WORLD #define WORLD
#define BLOCKENTITIES #define BLOCKENTITIES
#include "/programs/all_solid.fsh" #include "/programs/all_solid.fsh"

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@ -3,4 +3,5 @@
// #define WORLD // #define WORLD
#define ENTITIES #define ENTITIES
#include "/programs/all_solid.vsh" #include "/programs/all_solid.vsh"