diff --git a/shaders/dimensions/composite1.fsh b/shaders/dimensions/composite1.fsh index 4ea74cf..4fa5002 100644 --- a/shaders/dimensions/composite1.fsh +++ b/shaders/dimensions/composite1.fsh @@ -904,22 +904,8 @@ void main() { AmbientLightColor = luma(AmbientLightColor) * vec3(INDIRECTLIGHT_DIFFUSE_R,INDIRECTLIGHT_DIFFUSE_G,INDIRECTLIGHT_DIFFUSE_B); #endif - - shadowColor = DirectLightColor; - - - // #ifdef PER_BIOME_ENVIRONMENT - // // BiomeSunlightColor(DirectLightColor); - // vec3 biomeDirect = DirectLightColor; - // vec3 biomeIndirect = AmbientLightColor; - // float inBiome = BiomeVLFogColors(biomeDirect, biomeIndirect); - - // float maxDistance = inBiome * min(max(1.0 - length(feetPlayerPos)/(32*8),0.0)*2.0,1.0); - // DirectLightColor = mix(DirectLightColor, biomeDirect, maxDistance); - // #endif - bool inShadowmapBounds = false; #endif @@ -952,11 +938,6 @@ void main() { Absorbtion = exp(-totEpsilon * max(Vdiff, minimumAbsorbance)); - - // brighten up the fully absorbed parts of water when night vision activates. - // if( nightVision > 0.0 ) Absorbtion += exp( -50.0 * totEpsilon) * 50.0 * 7.0 * nightVision; - // if( nightVision > 0.0 ) Absorbtion += exp( -30.0 * totEpsilon) * 10.0 * nightVision * 10.0; - // things to note about sunlight in water // sunlight gets absorbed by water on the way down to the floor, and on the way back up to your eye. im gonna ingore the latter part lol // based on the angle of the sun, sunlight will travel through more/less water to reach the same spot. scale absorbtion depth accordingly @@ -1004,7 +985,8 @@ void main() { #ifdef OVERWORLD_SHADER - float LM_shadowMapFallback = min(max(lightmap.y-0.8, 0.0) * 5.0,1.0); + // float LM_shadowMapFallback = min(max(lightmap.y-0.8, 0.0) * 5.0,1.0); + float LM_shadowMapFallback = min(max(lightmap.y, 0.0),1.0); float LightningPhase = 0.0; vec3 LightningFlashLighting = Iris_Lightningflash(feetPlayerPos, lightningBoltPosition.xyz, slopednormal, LightningPhase) * pow(lightmap.y,10); @@ -1343,21 +1325,20 @@ void main() { Background *= atmosphereGround; #endif - - vec3 Sky = skyFromTex(feetPlayerPos_normalized, colortex4)/1200.0 * Sky_Brightness; - Background += Sky; + + #ifndef ISOLATE_RESOURCEPACK_SKY + vec3 Sky = skyFromTex(feetPlayerPos_normalized, colortex4)/1200.0 * Sky_Brightness; + Background += Sky; + #endif #if RESOURCEPACK_SKY == 1 || RESOURCEPACK_SKY == 2 || RESOURCEPACK_SKY == 3 vec3 resourcePackskyBox = skyboxCol * 50.0 * clamp(unsigned_WsunVec.y*255.0,0.1,1.0); - #ifdef ISOLATE_RESOURCEPACK_SKY - Background = resourcePackskyBox; - #else - #ifdef SKY_GROUND - resourcePackskyBox *= atmosphereGround; - #endif - Background += resourcePackskyBox; + #if defined SKY_GROUND && !defined ISOLATE_RESOURCEPACK_SKY + resourcePackskyBox *= atmosphereGround; #endif + + Background += resourcePackskyBox; #endif #endif