diff --git a/shaders/dimensions/composite1.fsh b/shaders/dimensions/composite1.fsh index e64b493..2df37fe 100644 --- a/shaders/dimensions/composite1.fsh +++ b/shaders/dimensions/composite1.fsh @@ -655,7 +655,7 @@ void main() { #endif #endif - // Background *= 1.0 - exp2(-50.0 * pow(clamp(feetPlayerPos_normalized.y+0.025,0.0,1.0),2.0) ); // darken the ground in the sky. + Background *= 1.0 - exp2(-50.0 * pow(clamp(feetPlayerPos_normalized.y+0.025,0.0,1.0),2.0) ); // darken the ground in the sky. vec3 Sky = skyFromTex(feetPlayerPos_normalized, colortex4)/30.0; Background += Sky; @@ -869,7 +869,6 @@ void main() { #endif #ifdef END_SHADER - AmbientLightColor += vec3(0.5,0.75,1.0) * 0.9 + 0.1; AmbientLightColor *= clamp(1.5 + dot(normal, feetPlayerPos_normalized)*0.5,0,2); diff --git a/shaders/lib/volumetricClouds.glsl b/shaders/lib/volumetricClouds.glsl index fcec50f..957f55d 100644 --- a/shaders/lib/volumetricClouds.glsl +++ b/shaders/lib/volumetricClouds.glsl @@ -285,13 +285,13 @@ vec4 renderClouds( if(max(progress_view.y - MaxHeight_1 + 50,0.0) < 1.0) directLight += Cumulus_density * 2.0 * GetCumulusDensity(progress_view + dV_Sun/abs(dV_Sun.y) * max((MaxHeight_1 - 30.0) - progress_view.y,0.0), 0, MinHeight_0, MaxHeight_0); float upperLayerOcclusion = !isUpperLayer ? Cumulus_density * 2.0 * GetCumulusDensity(progress_view + vec3(0.0,1.0,0.0) * max((MaxHeight_1 - 30.0) - progress_view.y,0.0), 0, MinHeight_0, MaxHeight_0) : 0.0; - float skylightOcclusion = max(exp2((upperLayerOcclusion*upperLayerOcclusion) * -5), 0.75 + (1.0-distantfog)*0.25); + float skylightOcclusion = max(exp2((upperLayerOcclusion*upperLayerOcclusion) * -5), 0.5 + (1.0-distantfog)*0.5); float skyScatter = clamp((CloudBaseHeights - 20 - progress_view.y) / 275.0,0.0,1.0); vec3 Lighting = DoCloudLighting(muE, cumulus, SkyColor, skyScatter, directLight, directScattering, directMultiScattering, distantfog); // a horrible approximation of direct light indirectly hitting the lower layer of clouds after scattering through/bouncing off the upper layer. - Lighting += sunIndirectScattering * skylightOcclusion * exp(-20.0 * pow(abs(upperLayerOcclusion - 0.3),2)) * exp((cumulus*cumulus) * -10.0) ; ; + Lighting = sunIndirectScattering * skylightOcclusion * exp(-20.0 * pow(abs(upperLayerOcclusion - 0.3),2)) * exp((cumulus*cumulus) * -10.0) ; ; color += max(Lighting - Lighting*exp(-mult*muE),0.0) * total_extinction;