diff --git a/shaders/dimensions/composite1.fsh b/shaders/dimensions/composite1.fsh index 24ccd5f..43fa333 100644 --- a/shaders/dimensions/composite1.fsh +++ b/shaders/dimensions/composite1.fsh @@ -1037,9 +1037,9 @@ void main() { // transition to fallback lightmap shadow mask. shadowColor *= mix(isWater ? lightLeakFix : LM_shadowMapFallback, 1.0, shadowMapFalloff2); - // #ifdef OLD_LIGHTLEAK_FIX - // if (isEyeInWater == 0) Shadows *= lightLeakFix; // light leak fix - // #endif + #ifdef OLD_LIGHTLEAK_FIX + if(isEyeInWater != 1) shadowColor *= lightLeakFix; // light leak fix + #endif //////////////////////////////// SUN SSS //////////////////////////////// #if SSS_TYPE != 0 diff --git a/shaders/lib/specular.glsl b/shaders/lib/specular.glsl index 0d6a7d0..c8da4e0 100644 --- a/shaders/lib/specular.glsl +++ b/shaders/lib/specular.glsl @@ -304,8 +304,8 @@ vec3 specularReflections( f0 = f0 == 0.0 ? 0.02 : f0; // if(isHand){ - // f0 = 0.9; - // roughness = 0.25; + f0 = 0.9; + roughness = 0.25; // } bool isMetal = f0 > 229.5/255.0;