make "misc blocks" subsurface scattering work again. tweak sky lightmap curve slightly

This commit is contained in:
Xonk
2025-04-10 17:26:16 -04:00
parent 9298e6b085
commit 0be3965fa0
2 changed files with 2 additions and 2 deletions

View File

@ -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

View File

@ -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;