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

@ -59,7 +59,6 @@ uniform sampler2D specular;
vec2 dcdy = dFdy(vtexcoord.st*vtexcoordam.pq)*exp2(Texture_MipMap_Bias);
#endif
flat varying int lightningBolt;
uniform sampler2D texture;
uniform sampler2D colortex1;//albedo(rgb),material(alpha) RGBA16
uniform float frameTimeCounter;
@ -77,6 +76,7 @@ in vec3 velocity;
flat varying float blockID;
flat varying int EMISSIVE;
flat varying int LIGHTNING;
#ifdef ENTITIES
#define ENTITY_PHYSICSMOD_SNOW 829925
@ -437,9 +437,9 @@ void main() {
if(NameTags == 1) normal = vec3(1);
#endif
#ifdef ENTITY_PHYSICSMOD_SNOW
normal = FlatNormals;
#endif
// #ifdef ENTITY_PHYSICSMOD_SNOW
// normal = FlatNormals;
// #endif
#endif
#endif
@ -459,14 +459,15 @@ void main() {
if(NameTags == 1) SpecularTex = vec4(0.0);
#endif
#ifdef ENTITY_PHYSICSMOD_SNOW
SpecularTex.rg = vec2(0.0);
#endif
// #ifdef ENTITY_PHYSICSMOD_SNOW
// SpecularTex.rg = vec2(0.0);
// #endif
gl_FragData[2] = SpecularTex;
#endif
if(EMISSIVE > 0) gl_FragData[2].a = 0.9;
if(LIGHTNING > 0.0) gl_FragData[2].a = 0.9;