forgot to add the indirect light absorbance gradient for underwater VL again

This commit is contained in:
Xonk
2025-03-09 22:42:45 -04:00
parent c2d97ec045
commit 4ddb0d7036

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@ -290,13 +290,7 @@ vec4 waterVolumetrics(vec3 rayStart, vec3 rayEnd, float rayLength, vec2 dither,
float thing = -normalize(dVWorld).y;
thing = clamp(thing + 0.333,0.0,1.0);
thing = pow(1.0-pow(1.0-thing,2.0),2.0);
// thing = 1.0;
// thing = max(exp(-3.0*exp(-3.0*thing)),0.0);
thing *= 15.0;
thing = 0.0;
thing *= 7.0;
float expFactor = 11.0;
for (int i=0;i<spCount;i++) {
@ -305,7 +299,7 @@ vec4 waterVolumetrics(vec3 rayStart, vec3 rayEnd, float rayLength, vec2 dither,
vec3 progressW = gbufferModelViewInverse[3].xyz+cameraPosition + d*dVWorld;
float distanceFromWaterSurface = max(-(progressW.y - waterEnteredAltitude),0.0);
float distanceFromWaterSurface = max(-(progressW.y - waterEnteredAltitude - thing),0.0);
vec3 sh = vec3(1.0);
#ifdef OVERWORLD_SHADER