mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2025-01-04 00:23:41 +08:00
make underwater ambient fog better when in caves
This commit is contained in:
parent
c0404663a6
commit
90c92973b7
@ -41,6 +41,7 @@ uniform int frameCounter;
|
|||||||
uniform float rainStrength;
|
uniform float rainStrength;
|
||||||
uniform float sunElevation;
|
uniform float sunElevation;
|
||||||
uniform ivec2 eyeBrightnessSmooth;
|
uniform ivec2 eyeBrightnessSmooth;
|
||||||
|
uniform ivec2 eyeBrightness;
|
||||||
uniform float frameTimeCounter;
|
uniform float frameTimeCounter;
|
||||||
uniform int isEyeInWater;
|
uniform int isEyeInWater;
|
||||||
uniform vec2 texelSize;
|
uniform vec2 texelSize;
|
||||||
@ -181,7 +182,7 @@ void waterVolumetrics(inout vec3 inColor, vec3 rayStart, vec3 rayEnd, float estE
|
|||||||
vec3 p3 = mat3(gbufferModelViewInverse) * rayEnd;
|
vec3 p3 = mat3(gbufferModelViewInverse) * rayEnd;
|
||||||
vec3 np3 = normVec(p3);
|
vec3 np3 = normVec(p3);
|
||||||
float ambfogfade = clamp(exp(np3.y*1.5 - 1.5),0.0,1.0) ;
|
float ambfogfade = clamp(exp(np3.y*1.5 - 1.5),0.0,1.0) ;
|
||||||
vec3 ambientMul = exp(-max(estEyeDepth - dY * d,0.0) * waterCoefs) + ambfogfade*0.5 ;
|
vec3 ambientMul = exp(-max(estEyeDepth - dY * d,0.0) * waterCoefs) + ambfogfade*0.5 * clamp(eyeBrightnessSmooth.y/240.0,0.1,1.0);
|
||||||
vec3 sunMul = exp(-max((estEyeDepth - dY * d) ,0.0)/abs(refractedSunVec.y) * waterCoefs)*cloudShadow;
|
vec3 sunMul = exp(-max((estEyeDepth - dY * d) ,0.0)/abs(refractedSunVec.y) * waterCoefs)*cloudShadow;
|
||||||
|
|
||||||
float sunCaustics = waterCaustics(progressW, WsunVec);
|
float sunCaustics = waterCaustics(progressW, WsunVec);
|
||||||
|
Loading…
x
Reference in New Issue
Block a user