From f971b7e3c6cd1fd55df1dde63f303848fa7e6ea8 Mon Sep 17 00:00:00 2001 From: Xonk Date: Mon, 5 Feb 2024 22:32:35 -0500 Subject: [PATCH] reenable water fog when looking into water from outside --- shaders/dimensions/composite1.fsh | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/shaders/dimensions/composite1.fsh b/shaders/dimensions/composite1.fsh index 38bf0bc..78c80ab 100644 --- a/shaders/dimensions/composite1.fsh +++ b/shaders/dimensions/composite1.fsh @@ -1181,7 +1181,7 @@ void main() { vec3 lightningColor = (lightningEffect / 3) * (max(eyeBrightnessSmooth.y,0)/240.); vec3 ambientColVol = max((averageSkyCol_Clouds / 30.0) * custom_lightmap_T, vec3(0.2,0.4,1.0) * (MIN_LIGHT_AMOUNT*0.01 + nightVision)) ; - // waterVolumetrics(gl_FragData[0].rgb, viewPos0, viewPos, estimatedDepth, estimatedSunDepth, Vdiff, noise_2, totEpsilon, scatterCoef, ambientColVol, lightColVol, dot(feetPlayerPos_normalized, WsunVec)); + waterVolumetrics(gl_FragData[0].rgb, viewPos0, viewPos, estimatedDepth, estimatedSunDepth, Vdiff, noise_2, totEpsilon, scatterCoef, ambientColVol, lightColVol, dot(feetPlayerPos_normalized, WsunVec)); } #else if (iswater && isEyeInWater == 0){