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Silly GI for water in caves
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@ -148,6 +148,9 @@ void main() {
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max_light += get_sun_diffuse2(sun_info, moon_info, f_norm, /*time_of_day.x*//*-cam_to_frag*/sun_view_dir/*view_dir*/, f_pos, mu, cam_attenuation, fluid_alt, k_a/* * (shade_frac * 0.5 + light_frac * 0.5)*/, /*vec3(0.0)*/k_d, k_s, alpha, f_norm, 1.0, emitted_light, reflected_light);
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emitted_light *= not_underground;
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reflected_light *= not_underground;
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// Global illumination when underground (silly)
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emitted_light += (1.0 - not_underground) * 0.05;
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// reflected_light *= f_light * point_shadow * shade_frac;
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// emitted_light *= f_light * point_shadow * max(shade_frac, MIN_SHADOW);
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// max_light *= f_light * point_shadow * shade_frac;
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@ -260,6 +260,9 @@ void main() {
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max_light += get_sun_diffuse2(sun_info, moon_info, norm, /*time_of_day.x*/sun_view_dir, f_pos, mu, cam_attenuation, fluid_alt, k_a/* * (shade_frac * 0.5 + light_frac * 0.5)*/, vec3(k_d), /*vec3(f_light * point_shadow)*//*reflect_color*/k_s, alpha, f_norm, 1.0, emitted_light, reflected_light);
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emitted_light *= not_underground;
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reflected_light *= not_underground;
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// Global illumination when underground (silly)
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emitted_light += (1.0 - not_underground) * 0.05;
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// Apply cloud layer to sky
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// reflected_light *= /*water_color_direct * */reflect_color * f_light * point_shadow * shade_frac;
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// emitted_light *= /*water_color_direct*//*ambient_attenuation * */f_light * point_shadow * max(shade_frac, MIN_SHADOW);
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