Make sure that atmospheric calcs aren't done twice.
The atomospherics were being applied both in the G-buffer and during the sun light pass. This ensures that is not the case. Additionally, re-enable specular on the water plane, scale the bloom factor to something more reasonable, and also someone broke specular on emissive surfaces. That's fixed too now.meow-7.2.2
parent
9b34751614
commit
558eaef3ea
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@ -130,11 +130,11 @@ void main()
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// add the two types of shiny together
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vec3 spec_contrib = dumbshiny * spec.rgb;
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bloom = dot(spec_contrib, spec_contrib) / 6;
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bloom = dot(spec_contrib, spec_contrib) / 32;
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col += spec_contrib;
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}
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col = mix(col.rgb, diffuse.rgb, diffuse.a);
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col.rgb += diffuse.a * diffuse.rgb;
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if (envIntensity > 0.0)
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{ //add environmentmap
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@ -153,21 +153,18 @@ void main()
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vec2 distort2 = distort+wavef.xy*refScale * 0.33/max(dmod*df1, 1.0);
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vec4 fb = texture2D(screenTex, distort2);
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//mix with reflection
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// Note we actually want to use just df1, but multiplying by 0.999999 gets around an nvidia compiler bug
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color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.99999);
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vec4 pos = vary_position;
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color.rgb += spec * specular;
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color.rgb = atmosTransport(color.rgb);
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color.rgb = scaleSoftClipFrag(color.rgb);
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//color.rgb = atmosTransport(color.rgb);
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//color.rgb = scaleSoftClipFrag(color.rgb) * 0;
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vec3 screenspacewavef = normalize((norm_mat*vec4(wavef, 1.0)).xyz);
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frag_data[0] = vec4(color.rgb, 1); // diffuse
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frag_data[1] = vec4(0); // speccolor, spec
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frag_data[2] = vec4(encode_normal(screenspacewavef.xyz*0.5+0.5), 0.05, 0);// normalxy, 0, 0
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frag_data[1] = vec4(specular, 0.75); // speccolor, spec
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frag_data[2] = vec4(encode_normal(screenspacewavef.xyz), 0.05, 0);// normalxy, 0, 0
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}
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@ -142,11 +142,11 @@ void main()
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// add the two types of shiny together
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vec3 spec_contrib = dumbshiny * spec.rgb;
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bloom = dot(spec_contrib, spec_contrib) / 6;
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bloom = dot(spec_contrib, spec_contrib) / 64;
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col += spec_contrib;
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}
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col = mix(col.rgb, diffuse.rgb, diffuse.a);
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col.rgb += diffuse.a * diffuse.rgb;
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if (envIntensity > 0.0)
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{ //add environmentmap
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@ -154,9 +154,7 @@ void main()
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vec3 refcol = textureCube(environmentMap, env_vec).rgb;
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col = mix(col.rgb, refcol, envIntensity);
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}
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vec3 a = col.rgb;
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if (norm.w < 0.5)
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{
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col = mix(atmosFragLighting(col, additive, atten), fullbrightAtmosTransportFrag(col, additive, atten), diffuse.a);
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