make emissives work again

This commit is contained in:
Xonk
2023-06-13 14:36:07 -04:00
parent 4cc83166db
commit 33a2c1d0f3
10 changed files with 107 additions and 141 deletions

View File

@ -386,23 +386,10 @@ float GetCloudShadow_VLFOG(vec3 WorldPos){
// shadow = shadow/2.0; // perhaps i should average the 2 shadows being added....
shadow = clamp(exp(-shadow*35.0),0.0,1.0);
shadow = clamp(exp(-shadow*255.0),0.0,1.0);
// do not allow it to exist above the lowest cloud plane
// shadow *= clamp(((MaxCumulusHeight + CumulusHeight)*0.435 - WorldPos.y)/100,0.0,1.0) ;
return shadow;
}
float GetCloudShadow_occluson(vec3 WorldPos){
float shadow = 0.0;
#ifdef Cumulus
vec3 lowShadowStart = WorldPos + vec3(0,0.7,0) * max((MaxCumulusHeight - 60) - WorldPos.y,0.0) ;
shadow += GetCumulusDensity(lowShadowStart,1)*Cumulus_density;
shadow = clamp(exp(-shadow * 5),0.0,1.0);
#endif
return shadow;
}