fix a stinky in the end fog, make a temporary work around for clouds making stars vanish at high y coords

This commit is contained in:
Xonk 2023-06-29 00:10:03 -04:00
parent 7d141bb9a6
commit dab7d25472
4 changed files with 4 additions and 5 deletions

View File

@ -882,7 +882,7 @@ void main() {
vec4 cloud = texture2D_bicubic(colortex0,texcoord*CLOUDS_QUALITY);
background = background*cloud.a + cloud.rgb;
if(eyeAltitude < 25000) background = background*cloud.a + cloud.rgb;
gl_FragData[0].rgb = clamp(fp10Dither(background ,triangularize(noise)),0.0,65000.);
#endif

View File

@ -75,6 +75,7 @@ float blueNoise2(){
vec3 normVec (vec3 vec){
return vec*inversesqrt(dot(vec,vec));
}
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////

View File

@ -85,7 +85,7 @@ vec3 LightSourcePosition(vec3 WorldPos, vec3 CameraPos){
Origin = WorldPos - CameraPos ;
#ifdef THE_ORB
if(ManualLightPos == 0.0){
if(ManualLightPos.x == 0.0 && ManualLightPos.y == 0.0 && ManualLightPos.z == 0.0){
#endif
float nosie = (densityAtPosFog(Origin / 30 + sin(frameTimeCounter/5)*100)-0.15) * 15 ;

View File

@ -347,9 +347,7 @@ vec4 renderClouds(
vec3 fogColor = skyFromTex(normView, colortex4)/150. * 5.0;
float dist = max(cameraPosition.y+CumulusHeight,max(CumulusHeight,150))/(abs(normView.y)+0.001);
float fog = exp(dist / -5000.0 * (1.0+rainCloudwetness*8.));
// if(IntersecTerrain) fog = 1.0;
return mix(vec4(fogColor,0.0), vec4(color,total_extinction), fog);
// return vec4(color,total_extinction);
}