reenable water fog when looking into water from outside

This commit is contained in:
Xonk 2024-02-05 22:32:35 -05:00
parent db7f9c7ae5
commit f971b7e3c6

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@ -1181,7 +1181,7 @@ void main() {
vec3 lightningColor = (lightningEffect / 3) * (max(eyeBrightnessSmooth.y,0)/240.); 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)) ; 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 #else
if (iswater && isEyeInWater == 0){ if (iswater && isEyeInWater == 0){