fix shadow res slider, remove pointless old tempurature color for ambient light

This commit is contained in:
Xonk
2023-07-03 20:38:54 -04:00
parent 425ca430de
commit f475bd1350
4 changed files with 10 additions and 10 deletions

View File

@ -1044,12 +1044,14 @@ void main() {
Indirect_lighting *= AO;
#ifdef Ambient_SSS
if (!hand){
#if indirect_effect != 1
ScreenSpace_SSS(SkySSS, fragpos, blueNoise(gl_FragCoord.xy).rg, FlatNormals, isLeaf);
#endif
SSS += SubsurfaceScattering_sky(albedo, SkySSS, LabSSS) * ((AmbientLightColor* 2.0 * ambient_brightness)* 8./150.) * pow(newLightmap.y,3) * pow(1.0-clamp(abs(ambientCoefs.y+0.5),0.0,1.0),0.1) ;
// Indirect_lighting += SubsurfaceScattering_sky(albedo, SkySSS, LabSSS) * ((AmbientLightColor* 2.0 * ambient_brightness)* 8./150.) * pow(newLightmap.y,3);
if (!hand){
vec3 SSS_forSky = vec3(0.0);
#if indirect_effect != 1
ScreenSpace_SSS(SkySSS, fragpos, blueNoise(gl_FragCoord.xy).rg, FlatNormals, isLeaf);
#endif
SSS_forSky = SubsurfaceScattering_sky(albedo, SkySSS, LabSSS) * ((AmbientLightColor* 2.0 * ambient_brightness)* 8./150.) * pow(newLightmap.y,3) * pow(1.0-clamp(abs(ambientCoefs.y+0.5),0.0,1.0),0.1) ;
SSS += SSS_forSky;// Indirect_lighting += SubsurfaceScattering_sky(albedo, SkySSS, LabSSS) * ((AmbientLightColor* 2.0 * ambient_brightness)* 8./150.) * pow(newLightmap.y,3);
}
#endif