add some blocks to waving stuff

This commit is contained in:
Xonk
2023-06-22 17:51:13 -04:00
parent 80cbfa2c54
commit de21572911
4 changed files with 8 additions and 8 deletions

View File

@ -85,7 +85,7 @@
// this is to make snow only exist in winter
float FallToWinter_snowfall = mix(0.0, 1.0, AutumnTime);
float WinterToSpring_snowfall = mix(FallToWinter_snowfall, 0.0, WinterTime);
SnowySeason = pow(WinterToSpring_snowfall,10.0);
SnowySeason = clamp(pow(sin(WinterToSpring_snowfall*SeasonLength)*0.5+0.5,5),0,1) * WinterToSpring_snowfall;
#else
SnowySeason = 0.0;
#endif

View File

@ -286,12 +286,12 @@ void MaterialReflections(
#ifdef Screen_Space_Reflections
float rayQuality = mix_float(reflection_quality,6.0,rayContribLuma); // Scale quality with ray contribution
if(hand) {rayQuality = max(rayQuality,30.0); noise.b = 0.5 + (noise.b-0.5);}
vec3 rtPos = rayTraceSpeculars(mat3(gbufferModelView) * L, fragpos.xyz, noise.b, rayQuality, hand, reflectLength);
float LOD = clamp(reflectLength * 6.0, 0.0,6.0);
// LOD = 0.0;
if(hand || isEntities) LOD = 6.0;
if(hand || isEntities) LOD = VisibilityFactor*6;
if (rtPos.z < 1.) { // Reproject on previous frame
vec3 previousPosition = mat3(gbufferModelViewInverse) * toScreenSpace(rtPos) + gbufferModelViewInverse[3].xyz + cameraPosition-previousCameraPosition;