diff --git a/shaders/dimensions/all_solid.fsh b/shaders/dimensions/all_solid.fsh index 2193c15..84e5ed5 100644 --- a/shaders/dimensions/all_solid.fsh +++ b/shaders/dimensions/all_solid.fsh @@ -78,6 +78,7 @@ uniform sampler2D depthtex0; uniform vec4 entityColor; // in vec3 velocity; + flat varying float blockID; flat varying float SSSAMOUNT; @@ -314,8 +315,8 @@ void main() { #ifdef Hand_Held_lights - if(HELD_ITEM_BRIGHTNESS > 0.0) torchlightmap = max(torchlightmap, HELD_ITEM_BRIGHTNESS * clamp( pow(max(1.0-length(fragpos)/HANDHELD_LIGHT_RANGE,0.0),1.5),0.0,1.0)); - + + if(HELD_ITEM_BRIGHTNESS > 0.0) torchlightmap = max(torchlightmap, HELD_ITEM_BRIGHTNESS * clamp( pow(max(1.0-length(fragpos)/10,0.0),1.5),0.0,1.0)); #ifdef HAND torchlightmap *= 0.9; #endif @@ -475,6 +476,9 @@ void main() { gl_FragDepth = toClipSpace3(truePos).z; #endif + + + normal = applyBump(tbnMatrix, NormalTex.xyz, mix(1.0,1-Puddle_shape,rainfall) ); #endif //////////////////////////////// //////////////////////////////// diff --git a/shaders/dimensions/composite1.fsh b/shaders/dimensions/composite1.fsh index 4b89bf1..df71995 100644 --- a/shaders/dimensions/composite1.fsh +++ b/shaders/dimensions/composite1.fsh @@ -862,6 +862,7 @@ void main() { float skylight = max(pow(viewToWorld(FlatNormals).y*0.5+0.5,0.1) + SkylightDir, 0.25 + (1.0-lightmap.y) * 0.75) ; + // skylight = 0.0; AmbientLightColor *= skylight; #endif