Remove unnecessary cloud sampling from shiny water

This commit is contained in:
Joshua Barretto 2022-12-30 17:33:54 +00:00
parent 799bb17d75
commit 6e344f58e8

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@ -270,8 +270,10 @@ void main() {
vec3 reflect_color;
#if (REFLECTION_MODE >= REFLECTION_MODE_MEDIUM)
reflect_color = get_sky_color(ray_dir, time_of_day.x, f_pos, vec3(-100000), 0.125, true, 1.0, true, sun_shade_frac);
reflect_color = get_cloud_color(reflect_color, ray_dir, f_pos.xyz, time_of_day.x, 100000.0, 0.1);
// This is now done in the post-process cloud shader
/* reflect_color = get_sky_color(ray_dir, time_of_day.x, f_pos, vec3(-100000), 0.125, true, 1.0, true, sun_shade_frac); */
/* reflect_color = get_cloud_color(reflect_color, ray_dir, f_pos.xyz, time_of_day.x, 100000.0, 0.1); */
reflect_color = vec3(0);
#else
reflect_color = get_sky_color(ray_dir, time_of_day.x, f_pos, vec3(-100000), 0.125, true, 1.0, true, sun_shade_frac);
#endif