diff --git a/shaders/dimensions/DH_translucent.fsh b/shaders/dimensions/DH_translucent.fsh index 781df21..d1003c2 100644 --- a/shaders/dimensions/DH_translucent.fsh +++ b/shaders/dimensions/DH_translucent.fsh @@ -332,7 +332,6 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 ) // diffuse vec3 Indirect_lighting = vec3(0.0); // vec3 MinimumLightColor = vec3(1.0); - // if(isEyeInWater == 1) MinimumLightColor = vec3(10.0); vec3 Direct_lighting = vec3(0.0); #ifdef OVERWORLD_SHADER diff --git a/shaders/dimensions/all_particles.fsh b/shaders/dimensions/all_particles.fsh index c99aaed..ad22c1f 100644 --- a/shaders/dimensions/all_particles.fsh +++ b/shaders/dimensions/all_particles.fsh @@ -374,7 +374,7 @@ void main() { #endif // lightmap.x = max(lightmap.x, HELD_ITEM_BRIGHTNESS * clamp( pow(max(1.0-length((feetPlayerPos+cameraPosition) - playerCamPos)/HANDHELD_LIGHT_RANGE,0.0),1.5),0.0,1.0)); if(HELD_ITEM_BRIGHTNESS > 0.0){ - float pointLight = clamp(1.0-length((feetPlayerPos+cameraPosition)-playerCamPos)/HANDHELD_LIGHT_RANGE,0.0,1.0); + float pointLight = clamp(1.0-(length((feetPlayerPos+cameraPosition)-playerCamPos)-1.0)/HANDHELD_LIGHT_RANGE,0.0,1.0); lightmap.x = mix(lightmap.x, HELD_ITEM_BRIGHTNESS, pointLight*pointLight); } @@ -402,7 +402,6 @@ void main() { vec3 Torch_Color = vec3(TORCH_R,TORCH_G,TORCH_B); vec3 MinimumLightColor = vec3(1.0); - if(isEyeInWater == 1) MinimumLightColor = vec3(10.0); if(lightmap.x >= 0.9) Torch_Color *= LIT_PARTICLE_BRIGHTNESS; #ifdef OVERWORLD_SHADER diff --git a/shaders/dimensions/all_solid.fsh b/shaders/dimensions/all_solid.fsh index e755bb8..35ead87 100644 --- a/shaders/dimensions/all_solid.fsh +++ b/shaders/dimensions/all_solid.fsh @@ -372,7 +372,7 @@ void main() { } #ifdef HAND - // torchlightmap *= 0.9; + torchlightmap *= 0.9; #endif #endif diff --git a/shaders/dimensions/all_translucent.fsh b/shaders/dimensions/all_translucent.fsh index 33e02dc..39296fc 100644 --- a/shaders/dimensions/all_translucent.fsh +++ b/shaders/dimensions/all_translucent.fsh @@ -561,7 +561,6 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 ) vec3 Indirect_lighting = vec3(0.0); vec3 MinimumLightColor = vec3(1.0); - if(isEyeInWater == 1) MinimumLightColor = vec3(10.0); vec3 Direct_lighting = vec3(0.0); diff --git a/shaders/dimensions/composite2.fsh b/shaders/dimensions/composite2.fsh index af5289b..4fe694e 100644 --- a/shaders/dimensions/composite2.fsh +++ b/shaders/dimensions/composite2.fsh @@ -336,10 +336,7 @@ vec4 waterVolumetrics(vec3 rayStart, vec3 rayEnd, float rayLength, vec2 dither, float bubble = exp2(-10.0 * clamp(1.0 - length(d*dVWorld) / 16.0, 0.0,1.0)); - // float caustics = mix(max(max(waterCaustics(progressW, WsunVec), phase*0.5) * mix(0.5, 200.0, bubble), phase), 1.0, lowlightlevel); - // float caustics = max(max(waterCaustics(progressW, WsunVec), phase*0.5) * mix(0.5, 200.0, bubble), phase); - float caustics = max(max(waterCaustics(progressW, WsunVec), phase*0.5) * mix(0.5, 1.5, bubble), phase) ;//* abs(WsunVec.y); - + float caustics = max(max(waterCaustics(progressW, WsunVec), phase*0.5) * mix(0.5, 1.5, bubble), phase); vec3 sunAbsorbance = exp(-waterCoefs * (distanceFromWaterSurface/abs(WsunVec.y))); vec3 WaterAbsorbance = exp(-waterCoefs * (distanceFromWaterSurface + thing)); @@ -534,8 +531,8 @@ void main() { vec3 directLightColor = lightCol.rgb / 2400.0; vec3 indirectLightColor = averageSkyCol / 1200.0; vec3 indirectLightColor_dynamic = averageSkyCol_Clouds / 1200.0; - - // indirectLightColor_dynamic += MIN_LIGHT_AMOUNT * 0.02 * 0.2 + nightVision*0.02; + + // indirectLightColor_dynamic += (MIN_LIGHT_AMOUNT * 0.01 * 0.2 + nightVision*0.02); #if defined OVERWORLD_SHADER // z0 = texture2D(depthtex0, tc + jitter/VL_RENDER_RESOLUTION).x; diff --git a/shaders/dimensions/deferred.vsh b/shaders/dimensions/deferred.vsh index 07d9fc2..a238bd2 100644 --- a/shaders/dimensions/deferred.vsh +++ b/shaders/dimensions/deferred.vsh @@ -155,9 +155,9 @@ void main() { // averageSkyCol_Clouds = max( normalize(averageSkyCol_Clouds) * min(luma(averageSkyCol_Clouds) * 3.0,2.5) * (1.0-rainStrength*0.7), minimumlight); - vec3 minimumlight = vec3(0.02) * 0.2 * MIN_LIGHT_AMOUNT + nightVision * 0.05; + vec3 minimumlight = vec3(1.0) * 0.01 * MIN_LIGHT_AMOUNT + nightVision * 0.05; averageSkyCol_Clouds = max(normalize(averageSkyCol_Clouds + 1e-6) * min(luma(averageSkyCol_Clouds) * 3.0,2.5),0.0); - averageSkyCol = max(averageSkyCol * PLANET_GROUND_BRIGHTNESS,0.0) + max(minimumlight, 0.02 * 0.2); + averageSkyCol = max(averageSkyCol * PLANET_GROUND_BRIGHTNESS,0.0) + minimumlight; //////////////////////////////////////// /// --- SUNLIGHT/MOONLIGHT STUFF --- /// diff --git a/shaders/lib/specular.glsl b/shaders/lib/specular.glsl index 0d6a7d0..488c53a 100644 --- a/shaders/lib/specular.glsl +++ b/shaders/lib/specular.glsl @@ -162,7 +162,7 @@ vec4 screenSpaceReflections( vec4 reflection = vec4(0.0); float reflectionLength = 0.0; - float quality = 30.0f;//mix(10.0f, 30.0f, fresnel); + float quality = mix(10.0f, 30.0f, fresnel); vec3 raytracePos = rayTraceSpeculars(reflectedVector, viewPos, noise, quality, isHand, reflectionLength, fresnel);