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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 00:37:35 +08:00
fix fog reflection lighting, tweak speculars
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@ -374,18 +374,18 @@ float GetCloudShadow(vec3 eyePlayerPos){
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return shadow;
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}
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float GetCloudShadow_VLFOG(vec3 WorldPos){
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float GetCloudShadow_VLFOG(vec3 WorldPos, vec3 WorldSpace_sunVec){
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float shadow = 0.0;
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// assume a flat layer of cloud, and stretch the sampled density along the sunvector, starting from some vertical layer in the cloud.
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#ifdef Cumulus
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vec3 lowShadowStart = WorldPos + WsunVec/abs(WsunVec.y) * max((MaxCumulusHeight - 60) - WorldPos.y,0.0) ;
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vec3 lowShadowStart = WorldPos + WorldSpace_sunVec/abs(WorldSpace_sunVec.y) * max((MaxCumulusHeight - 60) - WorldPos.y,0.0) ;
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shadow += GetCumulusDensity(lowShadowStart,0)*Cumulus_density;
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#endif
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#ifdef Altostratus
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vec3 highShadowStart = WorldPos + WsunVec/abs(WsunVec.y) * max(AltostratusHeight - WorldPos.y,0.0);
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vec3 highShadowStart = WorldPos + WorldSpace_sunVec/abs(WorldSpace_sunVec.y) * max(AltostratusHeight - WorldPos.y,0.0);
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shadow += GetAltostratusDensity(highShadowStart);
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#endif
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