Compositing sky for no reason

yarhar
This commit is contained in:
Xonk
2023-06-07 14:21:38 -04:00
parent 9448fb105a
commit da2177cfe9
4 changed files with 34 additions and 57 deletions

View File

@ -216,7 +216,7 @@ void main() {
#ifdef Variable_Penumbra_Shadows
if (NdotL > 0.0 || LabSSS > 0.0) {
if (NdotL > 0.001 || LabSSS > 0.0) {
vec3 p3 = mat3(gbufferModelViewInverse) * fragpos + gbufferModelViewInverse[3].xyz;
@ -227,7 +227,7 @@ void main() {
float distortFactor = calcDistort(projectedShadowPosition.xy);
projectedShadowPosition.xy *= distortFactor;
//do shadows only if on shadow map
if (abs(projectedShadowPosition.x) < 1.0-1.5/shadowMapResolution && abs(projectedShadowPosition.y) < 1.0-1.5/shadowMapResolution && abs(projectedShadowPosition.z) < 6.0){
if (abs(projectedShadowPosition.x) < 1.0-1.5/shadowMapResolution && abs(projectedShadowPosition.y) < 1.0-1.5/shadowMapResolution && abs(projectedShadowPosition.z) < 6.0){
const float threshMul = max(2048.0/shadowMapResolution*shadowDistance/128.0,0.95);
float distortThresh = (sqrt(1.0-NdotL*NdotL)/NdotL+0.7)/distortFactor;
float diffthresh = distortThresh/6000.0*threshMul;