From 02090206b0018d5734ffde216c1986893ae85ba6 Mon Sep 17 00:00:00 2001 From: Xonk Date: Sun, 23 Jul 2023 00:11:34 -0400 Subject: [PATCH] ninja fix moon light in underwater fog --- shaders/composite2.fsh | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/shaders/composite2.fsh b/shaders/composite2.fsh index 4099c6d..4ec324f 100644 --- a/shaders/composite2.fsh +++ b/shaders/composite2.fsh @@ -401,7 +401,7 @@ void main() { // estEyeDepth = max(Water_Top_Layer - cameraPosition.y,0.0); vec3 vl = vec3(0.0); - waterVolumetrics(vl, vec3(0.0), fragpos, estEyeDepth, estEyeDepth, length(fragpos), noise, totEpsilon, scatterCoef, ambientColVol, lightColVol*(1.0-pow(1.0-sunElevation*lightCol.a,5.0)) , dot(normalize(fragpos), normalize(sunVec) )); + waterVolumetrics(vl, vec3(0.0), fragpos, estEyeDepth, estEyeDepth, length(fragpos), noise, totEpsilon, scatterCoef, ambientColVol, lightColVol*(1.0-pow(1.0-sunElevation*lightCol.a,5.0)) , dot(normalize(fragpos), normalize(sunVec) * lightCol.a )); gl_FragData[0] = clamp(vec4(vl,1.0),0.000001,65000.); }