dither cloud intersection threshold to avoid silhouettes. make snells window only apply to water.

This commit is contained in:
Xonk
2025-03-17 22:43:25 -04:00
parent 1465baede1
commit fa255a138d
4 changed files with 12 additions and 9 deletions

View File

@ -284,9 +284,8 @@ vec3 specularReflections(
in bool isHand // mask for the hand
#ifdef FORWARD_SPECULAR
, inout float reflectanceForAlpha
#else
, bool isWater
, inout float reflectanceForAlpha
#endif
,in vec4 flashLight_stuff
@ -327,7 +326,7 @@ vec3 specularReflections(
float shlickFresnel = shlickFresnelRoughness(dot(-normalize(viewDir), vec3(0.0,0.0,1.0)), roughness);
#if defined FORWARD_SPECULAR && defined SNELLS_WINDOW
if(isEyeInWater == 1) shlickFresnel = mix(shlickFresnel, 1.0, min(max(0.98 - (1.0-shlickFresnel),0.0)/(1-0.98),1.0));
if(isEyeInWater == 1 && isWater) shlickFresnel = mix(shlickFresnel, 1.0, min(max(0.98 - (1.0-shlickFresnel),0.0)/(1-0.98),1.0));
#endif
// F0 < 230 dialectrics