diff --git a/shaders/composite1.fsh b/shaders/composite1.fsh index 2f67789..57a51f9 100644 --- a/shaders/composite1.fsh +++ b/shaders/composite1.fsh @@ -595,9 +595,7 @@ void ApplySSRT(inout vec3 lighting, vec3 normal,vec2 noise,vec3 fragpos, vec2 li #else if(isGrass) rayDir.y = clamp(rayDir.y + 0.25,-1,1); - float SkyLightDir = rayDir.y > 0.0 ? 1.0 : max(rayDir.y,0.25); // the positons where the occlusion happens - - skycontribution = skylightcolor * SkyLightDir + torchlight; + skycontribution = skylightcolor * 2 * (max(rayDir.y,0.0)*0.9+0.1) + torchlight; #if indirect_effect == 4 skycontribution2 = skylightcolor + torchlight;