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); 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.); gl_FragData[0].rgb = clamp(fp10Dither(background ,triangularize(noise)),0.0,65000.);
#endif #endif

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

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

View File

@ -348,8 +348,6 @@ vec4 renderClouds(
float dist = max(cameraPosition.y+CumulusHeight,max(CumulusHeight,150))/(abs(normView.y)+0.001); float dist = max(cameraPosition.y+CumulusHeight,max(CumulusHeight,150))/(abs(normView.y)+0.001);
float fog = exp(dist / -5000.0 * (1.0+rainCloudwetness*8.)); 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 mix(vec4(fogColor,0.0), vec4(color,total_extinction), fog);
// return vec4(color,total_extinction); // return vec4(color,total_extinction);
} }