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

@ -469,24 +469,14 @@ void main() {
// vec3 fogColor = (gl_Fog.color.rgb / max(pow(dot(gl_Fog.color.rgb,vec3(0.3333)),1.1),0.01) ) ;
// vec3 FogColor = (gl_Fog.color.rgb / max(dot(gl_Fog.color.rgb,vec3(0.3333)),0.01) );
// vec3 AmbientLightColor = skyCloudsFromTexLOD2(normal, colortex4, 6).rgb / 10.0;
vec3 AmbientLightColor = skyCloudsFromTexLOD2(normal, colortex4, 6).rgb / 10;
vec3 up = skyCloudsFromTexLOD2( vec3(0,1,0), colortex4, 6).rgb/10;
vec3 down = skyCloudsFromTexLOD2(-vec3(0,1,0), colortex4, 6).rgb/10;
vec3 left = skyCloudsFromTexLOD2( vec3(1,0,0), colortex4, 6).rgb/10;
vec3 right = skyCloudsFromTexLOD2(-vec3(1,0,0), colortex4, 6).rgb/10;
vec3 front = skyCloudsFromTexLOD2( vec3(0,0,1), colortex4, 6).rgb/10;
vec3 back = skyCloudsFromTexLOD2(-vec3(0,0,1), colortex4, 6).rgb/10;
vec3 zero = vec3(0.0);
up = mix(zero, up, pow(max( normal.y,0),2));
down = mix(zero, down, pow(max(-normal.y,0),2));
left = mix(zero, left, pow(max( normal.x,0),4));
right = mix(zero, right, pow(max(-normal.x,0),4));
front = mix(zero, front, pow(max( normal.z,0),4));
back = mix(zero, back, pow(max(-normal.z,0),4));
vec3 AmbientLightColor = up + down + left + right + front + back;
vec3 up = skyCloudsFromTexLOD2(vec3( 0, 1, 0), colortex4, 6).rgb / 10;
vec3 down = skyCloudsFromTexLOD2(vec3( 0,-1, 0), colortex4, 6).rgb / 10;
up *= pow( max( slopednormal.y, 0), 2);
down *= pow( max(-slopednormal.y, 0), 2);
AmbientLightColor += up + down;
// do all ambient lighting stuff
vec3 Indirect_lighting = DoAmbientLighting_Nether(AmbientLightColor, vec3(TORCH_R,TORCH_G,TORCH_B), lightmap.x, normal, np3, p3 );