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allow volumetric fog to intersect volumetric clouds
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@ -343,10 +343,11 @@ if (gl_FragCoord.x > 18.+257. && gl_FragCoord.y > 1. && gl_FragCoord.x < 18+257+
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suncol = vec3(0.0);
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#endif
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float rejection = 1.0;
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vec4 volumetricClouds = GetVolumetricClouds(viewPos, vec2(noise, 1.0-noise), WsunVec, suncol*2.5, skyGroundCol/30.0);
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float cloudPlaneDistance = 0.0;
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vec4 volumetricClouds = GetVolumetricClouds(viewPos, vec2(noise, 1.0-noise), WsunVec, suncol*2.5, skyGroundCol/30.0, cloudPlaneDistance);
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float atmosphereAlpha = 1.0;
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vec4 volumetricFog = GetVolumetricFog(viewPos, WsunVec, vec2(noise, 1.0-noise), suncol*2.5, skyGroundCol/30.0, averageSkyCol_Clouds*5.0, atmosphereAlpha, volumetricClouds.rgb);
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vec4 volumetricFog = GetVolumetricFog(viewPos, WsunVec, vec2(noise, 1.0-noise), suncol*2.5, skyGroundCol/30.0, averageSkyCol_Clouds*5.0, atmosphereAlpha, volumetricClouds.rgb, cloudPlaneDistance);
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sky = sky * volumetricClouds.a + volumetricClouds.rgb / 5.0;
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sky = sky * volumetricFog.a + volumetricFog.rgb / 5.0;
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