From 65e04bcca3a80adcdef31b46ef67fb31019a840c Mon Sep 17 00:00:00 2001 From: Joshua Barretto Date: Tue, 24 Sep 2019 21:05:53 +0100 Subject: [PATCH] Added persistent ambiance back --- assets/voxygen/shaders/include/sky.glsl | 10 ++++++---- 1 file changed, 6 insertions(+), 4 deletions(-) diff --git a/assets/voxygen/shaders/include/sky.glsl b/assets/voxygen/shaders/include/sky.glsl index 8edc61a131..2ab3bf48f2 100644 --- a/assets/voxygen/shaders/include/sky.glsl +++ b/assets/voxygen/shaders/include/sky.glsl @@ -30,7 +30,7 @@ float get_sun_brightness(vec3 sun_dir) { return max(-sun_dir.z + 0.6, 0.0); } -const float PERSISTENT_AMBIANCE = 0.008; +const float PERSISTENT_AMBIANCE = 0.1; void get_sun_diffuse(vec3 norm, float time_of_day, out vec3 light, out vec3 diffuse_light, out vec3 ambient_light) { const float SUN_AMBIANCE = 0.1; @@ -51,9 +51,11 @@ void get_sun_diffuse(vec3 norm, float time_of_day, out vec3 light, out vec3 diff max(-sun_dir.z, 0) ); - light = vec3(sun_color * sun_light); - diffuse_light = light * (dot(-norm, sun_dir) * 0.5 + 0.5); - ambient_light = vec3((SUN_AMBIANCE + PERSISTENT_AMBIANCE) * sun_light); + vec3 sun_chroma = sun_color * sun_light; + + light = vec3(sun_chroma + PERSISTENT_AMBIANCE); + diffuse_light = sun_chroma * (dot(-norm, sun_dir) * 0.5 + 0.5); + ambient_light = vec3(SUN_AMBIANCE * sun_light + PERSISTENT_AMBIANCE); } // This has been extracted into a function to allow quick exit when detecting a star.