initial setup for scene controller (functional concept)

This commit is contained in:
Xonk
2025-03-23 23:15:37 -04:00
parent de35db8d0b
commit 9b96f55934
10 changed files with 127 additions and 25 deletions

View File

@ -567,7 +567,13 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
#ifdef OVERWORLD_SHADER
vec3 DirectLightColor = lightCol.rgb/2400.0;
vec3 AmbientLightColor = averageSkyCol_Clouds/900.0;
#ifdef USE_CUSTOM_DIFFUSE_LIGHTING_COLORS
DirectLightColor = luma(DirectLightColor) * vec3(DIRECTLIGHT_DIFFUSE_R,DIRECTLIGHT_DIFFUSE_G,DIRECTLIGHT_DIFFUSE_B);
AmbientLightColor = luma(AmbientLightColor) * vec3(INDIRECTLIGHT_DIFFUSE_R,INDIRECTLIGHT_DIFFUSE_G,INDIRECTLIGHT_DIFFUSE_B);
#endif
if(!isWater && isEyeInWater == 1){
float distanceFromWaterSurface = cameraPosition.y - waterEnteredAltitude;
float waterdepth = max(-(feetPlayerPos.y + distanceFromWaterSurface),0.0);
@ -596,8 +602,6 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
Direct_lighting = DirectLightColor * NdotL * Shadows;
vec3 AmbientLightColor = averageSkyCol_Clouds/900.0;
vec3 indirectNormal = worldSpaceNormal / dot(abs(worldSpaceNormal),vec3(1.0));
float SkylightDir = clamp(indirectNormal.y*0.7+0.3,0.0,1.0);