tiny tweak to nether slighting to make it more stable

This commit is contained in:
Xonk
2023-07-30 22:56:57 -04:00
parent b11b795160
commit 5a08247083
5 changed files with 14 additions and 39 deletions

View File

@ -156,7 +156,6 @@ if (gl_FragCoord.x > 18.+257. && gl_FragCoord.y > 1. && gl_FragCoord.x < 18+257+
vec3 sky = texelFetch2D(colortex4,ivec2(gl_FragCoord.xy)-ivec2(257,0),0).rgb/150. ;
if(viewVector.y < -0.025) sky = sky * clamp( exp(viewVector.y) - 1.0,0.25,1.0) ;
vec4 clouds = renderClouds(mat3(gbufferModelView)*viewVector*1024.,vec2(fract(frameCounter/1.6180339887),1-fract(frameCounter/1.6180339887)), sunColor, moonColor, averageSkyCol*5.0);
sky = sky*clouds.a + clouds.rgb/5.0;
@ -164,7 +163,6 @@ if (gl_FragCoord.x > 18.+257. && gl_FragCoord.y > 1. && gl_FragCoord.x < 18+257+
vec4 VL_Fog = getVolumetricRays(mat3(gbufferModelView)*viewVector*1024., fract(frameCounter/1.6180339887), averageSkyCol);
sky = sky*VL_Fog.a + VL_Fog.rgb*20;
// if(viewVector.y < -0.025) sky *= clamp( viewVector.y,0.0,1.0) ;
gl_FragData[0] = vec4(sky,1.0);
}