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synced 2025-06-22 00:37:35 +08:00
fix sun size slider and make it make sense, other small tweaks
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@ -610,7 +610,7 @@ vec3 SubsurfaceScattering_sun(vec3 albedo, float Scattering, float Density, floa
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vec3 SubsurfaceScattering_sky(vec3 albedo, float Scattering, float Density){
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vec3 absorbed = max(luma(albedo) - albedo,0.0);
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vec3 scatter = sqrt(exp(-(absorbed * Scattering * 15)) * (1.0 - Scattering));
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vec3 scatter = sqrt(exp(-(absorbed * Scattering * 15))) * (1.0 - Scattering);
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scatter *= pow(Density,LabSSS_Curve);
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@ -1058,7 +1058,7 @@ void main() {
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ScreenSpace_SSS(SkySSS, fragpos, blueNoise(gl_FragCoord.xy).rg, FlatNormals, isLeaf);
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#endif
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vec3 ambientColor = ((AmbientLightColor * 2.0 * ambient_brightness) * 8./150./3.) * 1.25;
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vec3 ambientColor = ((AmbientLightColor * 2.0 * ambient_brightness) * 8./150./3.) * 1.5;
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float lightmap = pow(newLightmap.y,3);
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float uplimit = clamp(1.0-pow(clamp(ambientCoefs.y + 0.5,0.0,1.0),2),0,1);
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