smaller water fog tweaks. fix wrong normal usage in some parts of forward rendering

This commit is contained in:
Xonk
2025-03-11 18:50:00 -04:00
parent 196f0c2fcc
commit 01387e8720
4 changed files with 29 additions and 122 deletions

View File

@ -286,7 +286,6 @@ vec4 waterVolumetrics(vec3 rayStart, vec3 rayEnd, float rayLength, vec2 dither,
float phase = 0.0;
#endif
// float thing = -normalize(dVWorld + (cameraPosition - vec3(cameraPosition.x, waterEnteredAltitude-1.0,cameraPosition.z))).y;
float thing = -normalize(dVWorld).y;
thing = clamp(thing + 0.333,0.0,1.0);
thing = pow(1.0-pow(1.0-thing,2.0),2.0);