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https://github.com/X0nk/Bliss-Shader.git
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add ambient light that takes clouds into account, clean up Deferred programs, clean up unused texture calls for LUT, make sure fog and stuff are all using the right LUT colors. fix clouds not being in reflections
thats a good days work
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@ -124,7 +124,7 @@ vec3 calculateAtmosphere(vec3 background, vec3 viewVector, vec3 upVector, vec3 s
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// float low_sun = clamp(pow(1.0-sunVector.y,10.0) + 1.0,1.0, 2.0);
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float high_sun = clamp(pow(sunVector.y+0.6,5),0.0,1.0) * 3.0; // make sunrise less blue, and allow sunset to be bluer
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float low_sun = clamp(((1.0-abs(sunVector.y))*3.) - high_sun,1.0,2.5) ;
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float low_sun = clamp(((1.0-abs(sunVector.y))*3.) - high_sun,1.0,2.0) ;
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for (int i = 0; i < iSteps; ++i, position += increment) {
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vec3 density = sky_density(length(position));
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