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

@ -58,7 +58,7 @@ vec4 GetVolumetricFog(
vec3 dV = fragposition-start;
vec3 dVWorld = (wpos-gbufferModelViewInverse[3].xyz);
float maxLength = min(length(dVWorld),far)/length(dVWorld);
float maxLength = min(length(dVWorld),far*25)/length(dVWorld);
dV *= maxLength;
dVWorld *= maxLength;
@ -80,7 +80,8 @@ vec4 GetVolumetricFog(
vec3 vL0 = vec3(1.0,0.4,0.2) * exp(fireLight * -25) * exp(max(progressW.y-30,0.0) / -10) * 25;
vL0 += vec3(0.8,0.8,1.0) * (1.0 - exp(Density * -1)) / 10 ;
// do background fog lighting
// do background fog lighting
float Air = 0.01;
vec3 vL1 = fogcolor / 20.0;