Clean specular.glsl and make it easier to use for myself across dimension. make grass brighter in ambient light.

This commit is contained in:
Xonk
2023-07-25 22:48:08 -04:00
parent e5a956ccb0
commit e74823a918
19 changed files with 585 additions and 766 deletions

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@ -82,7 +82,13 @@ float ld(float dist) {
vec2 RENDER_SCALE = vec2(1.0);
#undef LIGHTSOURCE_REFLECTION
#define NETHERSPECULAR
#include "/lib/specular.glsl"
#include "/lib/nether_fog.glsl"
@ -464,7 +470,9 @@ void main() {
#ifdef Specular_Reflections
MaterialReflections_N(gl_FragData[0].rgb, SpecularTex.r, vec3(SpecularTex.g), albedo, normal, np3, fragpos, vec3(blueNoise(gl_FragCoord.xy).rg,noise), hand);
// MaterialReflections_N(gl_FragData[0].rgb, SpecularTex.r, vec3(SpecularTex.g), albedo, normal, np3, fragpos, vec3(blueNoise(gl_FragCoord.xy).rg,noise), hand);
vec3 specNoise = vec3(blueNoise(gl_FragCoord.xy).rg, interleaved_gradientNoise());
DoSpecularReflections(gl_FragData[0].rgb, fragpos, np3, vec3(0.0), specNoise, normal, SpecularTex.r, SpecularTex.g, albedo, vec3(0.0), 1.0, hand);
#endif
Emission(gl_FragData[0].rgb, albedo, SpecularTex.a);