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

@ -306,12 +306,12 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
#endif
#ifdef Vanilla_like_water
if (iswater > 0.5) {
gl_FragData[0].a = luma(Albedo.rgb);
if (iswater > 0.95){
// gl_FragData[0].a = luma(Albedo.rgb);
Albedo = color.rgb * sqrt(luma(Albedo.rgb));
}
#else
if (iswater > 0.9) {
if (iswater > 0.95){
Albedo = vec3(0.0);
gl_FragData[0] = vec4(vec3(0.0),1.0/255.0);
}
@ -468,10 +468,6 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
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), lightmap.xy);
vec3 FinalColor = (Indirect_lighting + Direct_lighting) * Albedo;