mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 08:42:50 +08:00
fix underwater fog
This commit is contained in:
@ -1091,8 +1091,8 @@ void main() {
|
||||
float Ambient_Caustics = waterCaustics(mat3(gbufferModelViewInverse) * fragpos + gbufferModelViewInverse[3].xyz + cameraPosition, vec3(0.5, 1.0, 0.5));
|
||||
|
||||
// apply caustics to the lightting
|
||||
DirectLightColor *= 0.5 + max(pow(Direct_caustics*2,2),0.0);
|
||||
Indirect_lighting *= 0.5 + max(pow(Ambient_Caustics,2),0.0);
|
||||
DirectLightColor *= 0.5 + max(pow(Direct_caustics*2,2),0.0);
|
||||
// Indirect_lighting *= 0.5 + max(pow(Ambient_Caustics,2),0.0);
|
||||
|
||||
// directLightCol *= Direct_caustics;
|
||||
// Indirect_lighting *= Ambient_Caustics*0.5+0.5;
|
||||
|
Reference in New Issue
Block a user