make twilight forest overworld variant less bright

This commit is contained in:
Xonk
2025-03-24 21:16:24 -04:00
parent 973586723f
commit e5d90521dd
4 changed files with 4 additions and 15 deletions

View File

@ -445,6 +445,7 @@ void main() {
float textureLOD = bias();
vec4 Albedo = texture2D_POMSwitch(texture, adjustedTexCoord.xy, vec4(dcdx,dcdy), ifPOM, textureLOD) * color;
#if defined HAND
if (Albedo.a < 0.1) discard;
#endif
@ -640,16 +641,6 @@ void main() {
//////////////////////////////// ////////////////////////////////
#ifdef WORLD
// #ifdef Puddles
// float porosity = 0.4;
// #ifdef Porosity
// porosity = SpecularTex.z >= 64.5/255.0 ? 0.0 : (SpecularTex.z*255.0/64.0)*0.65;
// #endif
// // if(SpecularTex.g < 229.5/255.0) Albedo.rgb = mix(Albedo.rgb, vec3(0), Puddle_shape*porosity);
// #endif
// apply noise to lightmaps to reduce banding.
vec2 PackLightmaps = vec2(torchlightmap, lmtexcoord.w);
vec4 data1 = clamp( encode(viewToWorld(normal), PackLightmaps), 0.0, 1.0);