From 0be3965fa02160b1b20ff60610cd48eeb300ac26 Mon Sep 17 00:00:00 2001 From: Xonk Date: Thu, 10 Apr 2025 17:26:16 -0400 Subject: [PATCH] make "misc blocks" subsurface scattering work again. tweak sky lightmap curve slightly --- shaders/dimensions/all_solid.vsh | 2 +- shaders/lib/diffuse_lighting.glsl | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/shaders/dimensions/all_solid.vsh b/shaders/dimensions/all_solid.vsh index 7cb166c..caf5201 100644 --- a/shaders/dimensions/all_solid.vsh +++ b/shaders/dimensions/all_solid.vsh @@ -314,7 +314,7 @@ void main() { // low #ifdef MISC_BLOCK_SSS - if(mc_Entity.x == BLOCK_SSS_WEIRD || mc_Entity.x == BLOCK_GRASS) SSSAMOUNT = 0.25; + if(mc_Entity.x == BLOCK_SSS_WEIRD || mc_Entity.x == BLOCK_GRASS) SSSAMOUNT = 0.4; #endif #ifdef ENTITIES diff --git a/shaders/lib/diffuse_lighting.glsl b/shaders/lib/diffuse_lighting.glsl index 803fcf4..4933439 100644 --- a/shaders/lib/diffuse_lighting.glsl +++ b/shaders/lib/diffuse_lighting.glsl @@ -74,7 +74,7 @@ vec3 doIndirectLighting( // float lightmapCurve = pow(1.0-pow(1.0-lightmap,2.0),2.0); // float lightmapCurve = lightmap*lightmap; - float lightmapCurve = (pow(lightmap,15.0)*2.0 + pow(lightmap,2.5))*0.5; + float lightmapCurve = (pow(lightmap,15.0)*2.0 + lightmap*lightmap)*0.5; vec3 indirectLight = lightColor * lightmapCurve * ambient_brightness * 0.7;