Fix for mismatch on angular attenuation between sunlight on opaque and transparent objects from last commit.
parent
f0a9b6c01b
commit
0390dc2fec
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@ -223,6 +223,7 @@ void main()
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float da = dot(norm.xyz, light_dir.xyz);
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da = clamp(da, -1.0, 1.0);
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da = pow(da, 1.0/1.3);
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float final_da = da;
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final_da = clamp(final_da, 0.0f, 1.0f);
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@ -231,7 +232,7 @@ void main()
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color.a = final_alpha;
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float ambient = da;
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float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0);
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ambient *= 0.5;
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ambient *= ambient;
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ambient = (1.0 - ambient);
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@ -262,7 +263,7 @@ vec3 post_atmo = color.rgb;
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vec4 light = vec4(0,0,0,0);
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color.rgb = scaleSoftClipFrag(color.rgb);
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//convert to linear before applying local lights
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color.rgb = srgb_to_linear(color.rgb);
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@ -331,8 +331,9 @@ void main()
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vec3 refnormpersp = normalize(reflect(pos.xyz, norm));
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float da = clamp(dot(normalize(norm.xyz), light_dir.xyz), 0.0, 1.0);
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da = pow(da, 1.0/1.3);
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float ambient = da;
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float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0);
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ambient *= 0.5;
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ambient *= ambient;
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ambient = (1.0 - ambient);
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