mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 00:37:35 +08:00
make emissives work again
This commit is contained in:
@ -408,6 +408,7 @@ void main() {
|
||||
|
||||
float fogshadow = GetCloudShadow(p3+cameraPosition, LightPos, blueNoise());
|
||||
vec3 LightSource = (LightColor * max(LightColor - (1-fogshadow) ,0.0)) * LightFalloff * NdotL ;
|
||||
// vec3 LightSource = LightColor * fogshadow * LightFalloff * NdotL ;
|
||||
|
||||
|
||||
|
||||
@ -417,7 +418,7 @@ void main() {
|
||||
LightFalloff2 = pow(1.0-pow(1.0-LightFalloff2,0.5),2.0);
|
||||
LightFalloff2 *= 25;
|
||||
|
||||
LightSource += (LightColor * (LightColor - 0.6)) * vec3(1.0,1.3,1.0) * LightFalloff2 * (NdotL*0.7+0.3);
|
||||
LightSource += (LightColor * max(LightColor - 0.6,0.0)) * vec3(1.0,1.3,1.0) * LightFalloff2 * (NdotL*0.7+0.3);
|
||||
|
||||
// float RT_Shadows = rayTraceShadow(worldToView(normalize(-LightPos)), fragpos_RTSHADOW, blueNoise());
|
||||
// if(!hand) LightSource *= RT_Shadows*RT_Shadows;
|
||||
|
Reference in New Issue
Block a user