From 7bf793bf534f05185db19af3928ece5fa6f2ba96 Mon Sep 17 00:00:00 2001 From: Xonk Date: Wed, 27 Dec 2023 15:10:50 -0500 Subject: [PATCH] fix small issue with fog over blooming --- shaders/lib/overworld_fog.glsl | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/shaders/lib/overworld_fog.glsl b/shaders/lib/overworld_fog.glsl index f2dab7c..5bfc507 100644 --- a/shaders/lib/overworld_fog.glsl +++ b/shaders/lib/overworld_fog.glsl @@ -108,7 +108,7 @@ vec4 GetVolumetricFog( float mie = fogPhase(SdotV) * 5.0; float rayL = phaseRayleigh(SdotV); - vec3 rC = vec3(sky_coefficientRayleighR*1e-6, sky_coefficientRayleighG*1e-5, sky_coefficientRayleighB*1e-5) * 3.0; + vec3 rC = vec3(sky_coefficientRayleighR*1e-6, sky_coefficientRayleighG*1e-5, sky_coefficientRayleighB*1e-5); vec3 mC = vec3(fog_coefficientMieR*1e-6, fog_coefficientMieG*1e-6, fog_coefficientMieB*1e-6); vec3 skyLightPhased = AmbientColor; @@ -191,8 +191,8 @@ vec4 GetVolumetricFog( vec3 rL = rC*airCoef.x; vec3 m = (airCoef.y+density) * mC; - vec3 Atmosphere = skyLightPhased * (rL + m); // not pbr so just make the atmosphere also dense fog heh - vec3 DirectLight = LightSourcePhased * sh * (rL*rayL + m); + vec3 Atmosphere = skyLightPhased * (rL * 3.0 + m); // not pbr so just make the atmosphere also dense fog heh + vec3 DirectLight = LightSourcePhased * sh * ((rL* 3.0)*rayL + m); vec3 Lightning = Iris_Lightningflash_VLfog(progressW-cameraPosition, lightningBoltPosition.xyz) * (rL + m); vec3 lighting = (Atmosphere + DirectLight + Lightning) * lightleakfix;