diff --git a/shaders/composite1.fsh b/shaders/composite1.fsh index ff3300a..f60569f 100644 --- a/shaders/composite1.fsh +++ b/shaders/composite1.fsh @@ -882,7 +882,7 @@ void main() { vec4 cloud = texture2D_bicubic(colortex0,texcoord*CLOUDS_QUALITY); - background = background*cloud.a + cloud.rgb; + if(eyeAltitude < 25000) background = background*cloud.a + cloud.rgb; gl_FragData[0].rgb = clamp(fp10Dither(background ,triangularize(noise)),0.0,65000.); #endif diff --git a/shaders/deferred1.fsh b/shaders/deferred1.fsh index e2981f2..24b0ee3 100644 --- a/shaders/deferred1.fsh +++ b/shaders/deferred1.fsh @@ -75,6 +75,7 @@ float blueNoise2(){ vec3 normVec (vec3 vec){ return vec*inversesqrt(dot(vec,vec)); } + //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// diff --git a/shaders/lib/end_fog.glsl b/shaders/lib/end_fog.glsl index 721ad7d..5fa96f5 100644 --- a/shaders/lib/end_fog.glsl +++ b/shaders/lib/end_fog.glsl @@ -85,7 +85,7 @@ vec3 LightSourcePosition(vec3 WorldPos, vec3 CameraPos){ Origin = WorldPos - CameraPos ; #ifdef THE_ORB - if(ManualLightPos == 0.0){ + if(ManualLightPos.x == 0.0 && ManualLightPos.y == 0.0 && ManualLightPos.z == 0.0){ #endif float nosie = (densityAtPosFog(Origin / 30 + sin(frameTimeCounter/5)*100)-0.15) * 15 ; diff --git a/shaders/lib/volumetricClouds.glsl b/shaders/lib/volumetricClouds.glsl index 12969ae..11498e3 100644 --- a/shaders/lib/volumetricClouds.glsl +++ b/shaders/lib/volumetricClouds.glsl @@ -347,9 +347,7 @@ vec4 renderClouds( vec3 fogColor = skyFromTex(normView, colortex4)/150. * 5.0; float dist = max(cameraPosition.y+CumulusHeight,max(CumulusHeight,150))/(abs(normView.y)+0.001); float fog = exp(dist / -5000.0 * (1.0+rainCloudwetness*8.)); - - // if(IntersecTerrain) fog = 1.0; - + return mix(vec4(fogColor,0.0), vec4(color,total_extinction), fog); // return vec4(color,total_extinction); }