mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-26 18:22:33 +08:00
tiny refraction strength falloff tweak
This commit is contained in:
@ -190,7 +190,7 @@ vec3 doRefractionEffect( inout vec2 texcoord, vec2 normal, float linearDistance,
|
|||||||
// make the tangent space normals match the directions of the texcoord UV, this greatly improves the refraction effect.
|
// make the tangent space normals match the directions of the texcoord UV, this greatly improves the refraction effect.
|
||||||
vec2 UVNormal = vec2(normal.x,-normal.y);
|
vec2 UVNormal = vec2(normal.x,-normal.y);
|
||||||
|
|
||||||
float refractionMult = 0.3 / (1.0 + linearDistance*0.5);
|
float refractionMult = 0.3 / (1.0 + pow(linearDistance,0.8));
|
||||||
float diffractionMult = 0.035;
|
float diffractionMult = 0.035;
|
||||||
float smudgeMult = 1.0;
|
float smudgeMult = 1.0;
|
||||||
|
|
||||||
|
Reference in New Issue
Block a user