remove underwater distortion. make AO in sunlight also be on SSS.

This commit is contained in:
Xonk
2024-11-16 01:34:37 -05:00
parent 296168cd25
commit 9145d19e46
3 changed files with 19 additions and 9 deletions

View File

@ -1353,14 +1353,24 @@ void main() {
float skylight = 1.0;
#if indirect_effect == 0 || indirect_effect == 1 || indirect_effect == 2
float SkylightDir = (slopednormal / dot(abs(slopednormal),vec3(1.0))).y*1.5;
if(isGrass) SkylightDir = 1.5;
// float SkylightDir = (slopednormal / dot(abs(slopednormal),vec3(1.0))).y *1.5;
// if(isGrass) SkylightDir = 1.5;
skylight = max(pow((FlatNormals).y*0.5+0.5,0.1) + SkylightDir, 0.2 + (1-lightmap.y)*0.8);
// skylight = max(pow((FlatNormals).y*0.5+0.5,0.1) + SkylightDir, 0.2 + (1-lightmap.y)*0.8);
// #if indirect_effect == 1
// skylight = min(skylight, mix(0.95, 2.5, pow(1-pow(1-SSAO_SSS.x, 0.5),2.0) ));
// #endif
float SkylightDir = (slopednormal / dot(abs(slopednormal),vec3(1.0))).y;
if(isGrass) SkylightDir = 1.0;
SkylightDir = clamp(SkylightDir*0.7+0.3, 0.0, pow(1-pow(1-SSAO_SSS.x, 0.5),2.0) * 0.7 + 0.3);
skylight = mix(0.2 + 2.3*(1.0-lightmap.y), 2.5, SkylightDir);
#if indirect_effect == 1
skylight = min(skylight, mix(0.95, 2.5, pow(1-pow(1-SSAO_SSS.x, 0.5),2.0) ));
#endif
#endif
#if indirect_effect == 3 || indirect_effect == 4
@ -1487,7 +1497,7 @@ void main() {
#ifdef OVERWORLD_SHADER
// Direct_lighting = max(shadowColor*NdotL, SSSColor);
#ifdef AO_in_sunlight
Direct_lighting = shadowColor*NdotL*(AO*0.7+0.3) + SSSColor;
Direct_lighting = (shadowColor*NdotL + SSSColor) * (AO*0.7+0.3);
#else
Direct_lighting = shadowColor*NdotL + SSSColor;
#endif