diff --git a/shaders/composite1.fsh b/shaders/composite1.fsh index bf80b1a..b82849c 100644 --- a/shaders/composite1.fsh +++ b/shaders/composite1.fsh @@ -588,7 +588,7 @@ void ApplySSRT(inout vec3 lighting, vec3 normal,vec2 noise,vec3 fragpos, vec2 li #ifdef SKY_CONTRIBUTION_IN_SSRT skycontribution = (skyCloudsFromTex(rayDir, colortex4).rgb / 15.0) * skyLM + torchlight; #else - skycontribution = (skylightcolor * skyLM) * max(rayDir.y,1.0 - AO_Strength) + torchlight; + skycontribution = (skylightcolor * skyLM) * max(rayDir.y * min(AO_Strength,1.0), 0.05) + torchlight; #endif if (rayHit.z < 1.){ @@ -612,6 +612,11 @@ void ApplySSRT(inout vec3 lighting, vec3 normal,vec2 noise,vec3 fragpos, vec2 li radiance += skycontribution; } } + + // #ifdef SKY_CONTRIBUTION_IN_SSRT + occlusion *= AO_Strength; + // #endif + lighting = max(radiance - occlusion,0.0)/nrays; } diff --git a/shaders/lib/settings.glsl b/shaders/lib/settings.glsl index 011edea..6352900 100644 --- a/shaders/lib/settings.glsl +++ b/shaders/lib/settings.glsl @@ -90,7 +90,7 @@ #define indirect_effect 1 // [0 1 2 3 4] #define AO_in_sunlight -#define AO_Strength 0.9 // [0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 2.9 3.0] +#define AO_Strength 1.0 // [0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 2.9 3.0] // #define SKY_CONTRIBUTION_IN_SSRT