DOUBLE LAYER CLOUDS TEST 4. a few tweaks to the sky. fixed auto-exposure. fixed water glowing in dark places. fixed RP skies glowing.

This commit is contained in:
Xonk
2023-12-11 16:12:25 -05:00
parent 3893c87607
commit d0c2712da0
12 changed files with 44 additions and 59 deletions

View File

@ -18,7 +18,7 @@ float cloudVol(in vec3 pos){
vec3 samplePos = pos*vec3(1.0,1./24.,1.0);
vec3 samplePos2 = pos*vec3(1.0,1./48.,1.0);
float fogYstart = SEA_LEVEL-6;
float fogYstart = FOG_START_HEIGHT+3;
float mult = exp( -max((pos.y - fogYstart) / 35.,0.0));
float fog_shape = 1.0 - densityAtPosFog(samplePos * 24.0 );
@ -29,7 +29,7 @@ float cloudVol(in vec3 pos){
float heightlimit = exp2( -max((pos.y - fogYstart * (1.0+snowStorm)) / 25.,0.0));
float CloudyFog = max((fog_shape*1.2 - fog_eroded*0.2) - 0.75,0.0) * heightlimit ;
float UniformFog = exp( max(pos.y - fogYstart,0.0) / -25) + 0.05;
float UniformFog = exp( max(pos.y - fogYstart,0.0) / -25);
// UniformFog = 1.0;
// float RainFog = max(fog_shape*10. - 7.,0.5) * exp2( -max((pos.y - SEA_LEVEL) / 25.,0.0)) * 72. * rainStrength * noPuddleAreas * RainFog_amount;
@ -42,7 +42,10 @@ float cloudVol(in vec3 pos){
TimeOfDayFog(UniformFog, CloudyFog);
return CloudyFog + UniformFog + RainFog;
float testfogshapes = exp(sqrt(max(pos.y - fogYstart - 5,0.0)) / -1) * 50;
return CloudyFog + UniformFog + RainFog;// + testfogshapes;
}
float phaseRayleigh(float cosTheta) {