Better ambient light for the nether. slightly better specular reflection of fog for the end

This commit is contained in:
Xonk
2023-07-29 21:26:04 -04:00
parent 234b55070a
commit 6d73d842cf
10 changed files with 80 additions and 38 deletions

View File

@ -8,7 +8,7 @@ const bool colortex5MipmapEnabled = true;
const bool colortex12MipmapEnabled = true;
// #ifndef Rough_reflections
// const bool colortex4MipmapEnabled = true;
// const bool colortex4MipmapEnabled = true;
// #endif
const bool shadowHardwareFiltering = true;
@ -1057,7 +1057,7 @@ void main() {
#endif
AmbientLightColor += (lightningEffect * 10) * skylight * pow(lightmap.y,2);
#ifndef ambientSSS_view
Indirect_lighting = DoAmbientLighting(AmbientLightColor, vec3(TORCH_R,TORCH_G,TORCH_B), lightmap.xy, skylight);
#else
@ -1208,6 +1208,8 @@ void main() {
#endif
#ifdef Specular_Reflections
// MaterialReflections(FINAL_COLOR, SpecularTex.r, SpecularTex.ggg, albedo, WsunVec, (Shadows*NdotL)*DirectLightColor, lightmap.y, slopednormal, np3, fragpos, vec3(blueNoise(gl_FragCoord.xy).rg, interleaved_gradientNoise()), hand, entities);
vec3 specNoise = vec3(blueNoise(gl_FragCoord.xy).rg, interleaved_gradientNoise());
DoSpecularReflections(FINAL_COLOR, fragpos, np3, WsunVec, specNoise, slopednormal, SpecularTex.r, SpecularTex.g, albedo, DirectLightColor*NdotL*Shadows, lightmap.y, hand);