Fix for mismatch on angular attenuation between sunlight on opaque and transparent objects from last commit.

meow-7.2.2
Runitai Linden 2020-03-06 14:33:58 -06:00
parent f0a9b6c01b
commit 0390dc2fec
2 changed files with 5 additions and 3 deletions

View File

@ -223,6 +223,7 @@ void main()
float da = dot(norm.xyz, light_dir.xyz);
da = clamp(da, -1.0, 1.0);
da = pow(da, 1.0/1.3);
float final_da = da;
final_da = clamp(final_da, 0.0f, 1.0f);
@ -231,7 +232,7 @@ void main()
color.a = final_alpha;
float ambient = da;
float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0);
ambient *= 0.5;
ambient *= ambient;
ambient = (1.0 - ambient);
@ -262,7 +263,7 @@ vec3 post_atmo = color.rgb;
vec4 light = vec4(0,0,0,0);
color.rgb = scaleSoftClipFrag(color.rgb);
//convert to linear before applying local lights
color.rgb = srgb_to_linear(color.rgb);

View File

@ -331,8 +331,9 @@ void main()
vec3 refnormpersp = normalize(reflect(pos.xyz, norm));
float da = clamp(dot(normalize(norm.xyz), light_dir.xyz), 0.0, 1.0);
da = pow(da, 1.0/1.3);
float ambient = da;
float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0);
ambient *= 0.5;
ambient *= ambient;
ambient = (1.0 - ambient);