diff --git a/shaders/composite1.fsh b/shaders/composite1.fsh index a35d647..4d2292e 100644 --- a/shaders/composite1.fsh +++ b/shaders/composite1.fsh @@ -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); diff --git a/shaders/lib/nether_fog.glsl b/shaders/lib/nether_fog.glsl index e2efd0f..0c7dc14 100644 --- a/shaders/lib/nether_fog.glsl +++ b/shaders/lib/nether_fog.glsl @@ -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 diff --git a/shaders/lib/specular.glsl b/shaders/lib/specular.glsl index 0285c0a..6bcf16a 100644 --- a/shaders/lib/specular.glsl +++ b/shaders/lib/specular.glsl @@ -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;