diff --git a/shaders/dimensions/final.fsh b/shaders/dimensions/final.fsh index 670bdea..0af793a 100644 --- a/shaders/dimensions/final.fsh +++ b/shaders/dimensions/final.fsh @@ -123,20 +123,6 @@ vec3 colorGrading(vec3 color) { } #endif -//float3 crosstalk_and_saturation(float3 color){ -// -// float crosstalk = 0.0; -// float saturation = 0.0 -// -// float luminance = dot(COLOR, vec3(0.21, 0.72, 0.07)); -// -// float3 difference = color - luminance; -// -// color = color + difference*(-luminance*crosstalk + saturation); -// -// return color; -//} - uniform int hideGUI; void main() { #ifdef BICUBIC_UPSCALING diff --git a/shaders/lib/indirect_lighting_effects.glsl b/shaders/lib/indirect_lighting_effects.glsl index ae0bf29..921e15b 100644 --- a/shaders/lib/indirect_lighting_effects.glsl +++ b/shaders/lib/indirect_lighting_effects.glsl @@ -327,9 +327,9 @@ void ApplySSRT( // rayDir.y = mix(-1.0, rayDir.y, lightmaps.y*lightmaps.y); - skycontribution = ((skyCloudsFromTexLOD(rayDir, colortex4, 0).rgb / 30.0) * 2.5) * Lighting.a + Lighting.rgb; + skycontribution = ((skyCloudsFromTexLOD(rayDir, colortex4, 0).rgb / 30.0) * 2.5 * ambient_brightness) * Lighting.a + Lighting.rgb; #else - skycontribution = ((skyCloudsFromTexLOD2(rayDir, colortex4, 6).rgb / 30.0) * 2.5) * Lighting.a + Lighting.rgb; + skycontribution = ((skyCloudsFromTexLOD2(rayDir, colortex4, 6).rgb / 30.0) * 2.5 * ambient_brightness) * Lighting.a + Lighting.rgb; #endif #else