small tweak

This commit is contained in:
Xonk 2023-07-26 22:16:49 -04:00
parent 2ea9736c01
commit dab6ca1dd0
3 changed files with 2 additions and 5 deletions

View File

@ -152,7 +152,6 @@ vec3 viewToWorld(vec3 viewPosition) {
#include "/lib/waterBump.glsl"
#define OVERWORLD
#include "/lib/specular.glsl"
#include "/lib/diffuse_lighting.glsl"
@ -1209,8 +1208,6 @@ void main() {
#endif
#ifdef Specular_Reflections
// MaterialReflections(FINAL_COLOR, SpecularTex.r, SpecularTex.ggg, albedo, WsunVec, (Shadows*NdotL)*DirectLightColor, lightmap.y, slopednormal, np3, fragpos, vec3(blueNoise(gl_FragCoord.xy).rg, interleaved_gradientNoise()), hand, entities);
vec3 specNoise = vec3(blueNoise(gl_FragCoord.xy).rg, interleaved_gradientNoise());
DoSpecularReflections(FINAL_COLOR, fragpos, np3, WsunVec, specNoise, slopednormal, SpecularTex.r, SpecularTex.g, albedo, DirectLightColor*NdotL*Shadows, lightmap.y, hand);

View File

@ -77,7 +77,7 @@ vec4 GetVolumetricFog(
float Density = cloudVol(progressW) * pow(exp(max(progressW.y-65,0.0) / -15),2);
float fireLight = cloudVol(progressW - vec3(0,1,0));
vec3 vL0 = vec3(1.0,0.5,0.2) * exp(fireLight * -25) * exp(max(progressW.y-30,0.0) / -10) * 25;
vec3 vL0 = vec3(1.0,0.4,0.2) * exp(fireLight * -25) * pow(exp(max(progressW.y-30,0.0) / -15),2) * 25;
vL0 += vec3(0.8,0.8,1.0) * (1.0 - exp(Density * -1)) / 10 ;
// do background fog lighting

View File

@ -249,7 +249,7 @@ void DoSpecularReflections(
float reflectLength = 0.0;
vec3 RaytracePos = rayTraceSpeculars(mat3(gbufferModelView) * L, FragPos, Noise.z, SSR_Quality, Hand, reflectLength);
float LOD = clamp(pow(reflectLength, pow(1.0-sqrt(Roughness),5.0) * 3.0) * 6.0, 0.0, 6.0); // use higher LOD as the reflection goes on, to blur it. this helps denoise a little.
if (RaytracePos.z < 1.0){
vec3 previousPosition = mat3(gbufferModelViewInverse) * toScreenSpace(RaytracePos) + gbufferModelViewInverse[3].xyz + cameraPosition-previousCameraPosition;
previousPosition = mat3(gbufferPreviousModelView) * previousPosition + gbufferPreviousModelView[3].xyz;