ADDED material AO. made Volumetric fogs all converge better. made "ambient light only" work universally. removed fallback dimension.

This commit is contained in:
Xonk
2023-10-20 20:26:41 -04:00
parent ca39a0a6dd
commit fd0e4c45be
76 changed files with 80 additions and 581 deletions

View File

@ -149,7 +149,7 @@ void main() {
Direct_lighting *= phaseg(clamp(dot(feetPlayerPos_normalized, WsunVec),0.0,1.0), 0.65)*2 + 0.5;
#endif
vec3 AmbientLightColor = averageSkyCol_Clouds;
vec3 AmbientLightColor = averageSkyCol_Clouds * 3.0;
#endif
@ -161,10 +161,6 @@ void main() {
vec3 AmbientLightColor = vec3(1.0);
#endif
#ifdef FALLBACK_SHADER
vec3 AmbientLightColor = vec3(1.0);
#endif
Indirect_lighting = DoAmbientLightColor(AmbientLightColor, vec3(TORCH_R,TORCH_G,TORCH_B), clamp(lightmap.xy,0,1));
#ifndef LINES