From 3c9047fb514bf452af8458232ee705a1e37938cb Mon Sep 17 00:00:00 2001 From: Joshua Barretto Date: Sun, 29 Mar 2020 22:06:28 +0100 Subject: [PATCH] Fixed cheap shader --- assets/voxygen/shaders/fluid-frag/cheap.glsl | 6 +++--- assets/voxygen/shaders/fluid-frag/shiny.glsl | 7 +++---- 2 files changed, 6 insertions(+), 7 deletions(-) diff --git a/assets/voxygen/shaders/fluid-frag/cheap.glsl b/assets/voxygen/shaders/fluid-frag/cheap.glsl index f3c92ab429..e56796d1d5 100644 --- a/assets/voxygen/shaders/fluid-frag/cheap.glsl +++ b/assets/voxygen/shaders/fluid-frag/cheap.glsl @@ -48,9 +48,9 @@ void main() { vec4 clouds; vec3 fog_color = get_sky_color(normalize(f_pos - cam_pos.xyz), time_of_day.x, cam_pos.xyz, f_pos, 0.25, true, clouds); - float passthrough = pow(dot(faceforward(f_norm, f_norm, cam_to_frag), -cam_to_frag), 0.5); + float passthrough = dot(faceforward(f_norm, f_norm, cam_to_frag), -cam_to_frag); - vec4 color = mix(vec4(surf_color, 1.0), vec4(surf_color, 1.0 / (1.0 + diffuse_light * 0.25)), passthrough); + vec4 color = mix(vec4(surf_color, 1.0), vec4(surf_color, 1.0 / (1.0 + diffuse_light)), passthrough); - tgt_color = mix(mix(color, vec4(fog_color, 0.0), fog_level), vec4(clouds.rgb, 0.0), clouds.a); + tgt_color = mix(color, vec4(fog_color, 0.0), 0.0); } diff --git a/assets/voxygen/shaders/fluid-frag/shiny.glsl b/assets/voxygen/shaders/fluid-frag/shiny.glsl index a1d638ed34..f6692cbeb9 100644 --- a/assets/voxygen/shaders/fluid-frag/shiny.glsl +++ b/assets/voxygen/shaders/fluid-frag/shiny.glsl @@ -104,7 +104,6 @@ void main() { vec3 point_light = light_at(f_pos, norm); light += point_light; diffuse_light += point_light; - vec3 surf_color = srgb_to_linear(vec3(0.1)) * light * diffuse_light * ambient_light; float fog_level = fog(f_pos.xyz, focus_pos.xyz, medium.x); vec4 clouds; @@ -117,11 +116,11 @@ void main() { vec4 _clouds; vec3 reflect_color = get_sky_color(reflect_ray_dir, time_of_day.x, f_pos, vec3(-100000), 0.25, false, _clouds) * f_light; // Tint - reflect_color = mix(reflect_color, surf_color, 0.6); + reflect_color = reflect_color * 0.5 * (diffuse_light + ambient_light); // 0 = 100% reflection, 1 = translucent water - float passthrough = pow(dot(faceforward(f_norm, f_norm, cam_to_frag), -cam_to_frag), 1.0); + float passthrough = dot(faceforward(f_norm, f_norm, cam_to_frag), -cam_to_frag); - vec4 color = mix(vec4(reflect_color, 1.0), vec4(surf_color, 1.0 / (1.0 + diffuse_light * 0.25)), passthrough); + vec4 color = mix(vec4(reflect_color, 1.0), vec4(vec3(0), 1.0 / (1.0 + diffuse_light * 0.25)), passthrough); tgt_color = mix(mix(color, vec4(fog_color, 0.0), fog_level), vec4(clouds.rgb, 0.0), clouds.a); }