diff --git a/assets/voxygen/shaders/include/light.glsl b/assets/voxygen/shaders/include/light.glsl index ac086fbcb6..3918b9b4e4 100644 --- a/assets/voxygen/shaders/include/light.glsl +++ b/assets/voxygen/shaders/include/light.glsl @@ -33,7 +33,7 @@ float attenuation_strength(vec3 rpos) { float attenuation_strength_real(vec3 rpos) { float d2 = rpos.x * rpos.x + rpos.y * rpos.y + rpos.z * rpos.z; - return 1.0 / (0.0 + d2); + return 1.0 / (0.025 + d2); } // // Compute attenuation due to light passing through a substance that fills an area below a horizontal plane diff --git a/assets/voxygen/shaders/include/lod.glsl b/assets/voxygen/shaders/include/lod.glsl index b96892697f..d027e57058 100644 --- a/assets/voxygen/shaders/include/lod.glsl +++ b/assets/voxygen/shaders/include/lod.glsl @@ -321,9 +321,10 @@ vec3 lod_norm(vec2 f_pos/*vec3 pos*/) { textureLod(sampler2D(t_noise, s_noise), wpos / 200, 0).x - 0.5, textureLod(sampler2D(t_noise, s_noise), wpos / 200 + 0.5, 0).x - 0.5 ) * 0.35; + norm = normalize(norm); #endif - return normalize(norm); + return norm; } diff --git a/assets/voxygen/shaders/include/point_glow.glsl b/assets/voxygen/shaders/include/point_glow.glsl index 75eb5adf16..d4dbfa0ace 100644 --- a/assets/voxygen/shaders/include/point_glow.glsl +++ b/assets/voxygen/shaders/include/point_glow.glsl @@ -12,9 +12,12 @@ vec3 apply_point_glow(vec3 wpos, vec3 dir, float max_dist, vec3 color, const flo float t = max(dot(light_pos - wpos, dir), 0); vec3 nearest = wpos + dir * min(t, max_dist); - //if (t > max_dist) { continue; } - vec3 difference = light_pos - nearest; + float distance_2 = dot(difference, difference); + if (distance_2 > 100000.0) { + continue; + } + #if (CLOUD_MODE >= CLOUD_MODE_HIGH) vec3 _unused; float unused2; @@ -22,10 +25,6 @@ vec3 apply_point_glow(vec3 wpos, vec3 dir, float max_dist, vec3 color, const flo #else const float spread = 1.0; #endif - float distance_2 = dot(difference, difference); - if (distance_2 > 100000.0) { - continue; - } float strength = pow(attenuation_strength_real(difference), spread);