more indirect light for clouds

and other minor tweaks
This commit is contained in:
Xonk
2023-05-03 21:29:53 -04:00
parent a082f263bd
commit 52466e8e35
11 changed files with 106 additions and 81 deletions

View File

@ -97,14 +97,14 @@ void main() {
vec4 TEXTURE = texture2D(texture, lmtexcoord.xy)*color;
#ifdef WEATHER
gl_FragData[1].a = TEXTURE.a; // for bloomy rain
#endif
gl_FragData[1].a = TEXTURE.a; // for bloomy rain and stuff
#ifndef WEATHER
gl_FragData[1].a = 0.0; // for bloomy rain
gl_FragData[0] = TEXTURE;
vec3 Albedo = toLinear(gl_FragData[0].rgb);
gl_FragData[1].a = 1.0 - TEXTURE.a; // for bloomy rain and stuff
vec3 Albedo = toLinear(TEXTURE.rgb);
vec2 tempOffset = offsets[framemod8];
vec3 fragpos = toScreenSpace(gl_FragCoord.xyz*vec3(texelSize/RENDER_SCALE,1.0)-vec3(vec2(tempOffset)*texelSize*0.5,0.0));
@ -139,6 +139,7 @@ void main() {
vec3 Indirect_lighting = DoAmbientLighting(avgAmbient, vec3(TORCH_R,TORCH_G,TORCH_B), lmtexcoord.zw, 5.0);
gl_FragData[0].a = TEXTURE.a;
gl_FragData[0].rgb = (Direct_lighting + Indirect_lighting) * Albedo;
#endif
}