fix atmosphere haze absorbance. fix small specular reflection issue

This commit is contained in:
Xonk
2024-07-07 16:29:14 -04:00
parent 6df9b1624a
commit 396c9edba7
7 changed files with 23 additions and 17 deletions

View File

@ -412,7 +412,9 @@ void main() {
#endif
#ifdef OVERWORLD_SHADER
vec4 VolumetricFog = GetVolumetricFog(viewPos0, vec2(noise_2,noise_1), directLightColor, indirectLightColor, averageSkyCol_Clouds/30.0, cloudDepth);
float atmosphereAlpha = 1.0;
vec4 VolumetricFog = GetVolumetricFog(viewPos0, vec2(noise_2,noise_1), directLightColor, indirectLightColor, averageSkyCol_Clouds/30.0, atmosphereAlpha);
VolumetricClouds.a *= atmosphereAlpha;
#endif
#if defined NETHER_SHADER || defined END_SHADER
@ -420,7 +422,7 @@ void main() {
#endif
#if defined OVERWORLD_SHADER && defined CLOUDS_INTERSECT_TERRAIN
VolumetricFog = vec4(VolumetricClouds.rgb * VolumetricFog.a + VolumetricFog.rgb, VolumetricFog.a);
VolumetricFog = vec4(VolumetricClouds.rgb * VolumetricFog.a * atmosphereAlpha + VolumetricFog.rgb, VolumetricFog.a);
#endif
gl_FragData[0] = clamp(VolumetricFog, 0.0, 65000.0);