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
Geenz 2019-04-01 23:09:43 -07:00
parent 9b34751614
commit 558eaef3ea
3 changed files with 9 additions and 14 deletions

View File

@ -130,11 +130,11 @@ void main()
// add the two types of shiny together
vec3 spec_contrib = dumbshiny * spec.rgb;
bloom = dot(spec_contrib, spec_contrib) / 6;
bloom = dot(spec_contrib, spec_contrib) / 32;
col += spec_contrib;
}
col = mix(col.rgb, diffuse.rgb, diffuse.a);
col.rgb += diffuse.a * diffuse.rgb;
if (envIntensity > 0.0)
{ //add environmentmap

View File

@ -153,21 +153,18 @@ void main()
vec2 distort2 = distort+wavef.xy*refScale * 0.33/max(dmod*df1, 1.0);
vec4 fb = texture2D(screenTex, distort2);
//mix with reflection
// Note we actually want to use just df1, but multiplying by 0.999999 gets around an nvidia compiler bug
color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.99999);
vec4 pos = vary_position;
color.rgb += spec * specular;
color.rgb = atmosTransport(color.rgb);
color.rgb = scaleSoftClipFrag(color.rgb);
//color.rgb = atmosTransport(color.rgb);
//color.rgb = scaleSoftClipFrag(color.rgb) * 0;
vec3 screenspacewavef = normalize((norm_mat*vec4(wavef, 1.0)).xyz);
frag_data[0] = vec4(color.rgb, 1); // diffuse
frag_data[1] = vec4(0); // speccolor, spec
frag_data[2] = vec4(encode_normal(screenspacewavef.xyz*0.5+0.5), 0.05, 0);// normalxy, 0, 0
frag_data[1] = vec4(specular, 0.75); // speccolor, spec
frag_data[2] = vec4(encode_normal(screenspacewavef.xyz), 0.05, 0);// normalxy, 0, 0
}

View File

@ -142,11 +142,11 @@ void main()
// add the two types of shiny together
vec3 spec_contrib = dumbshiny * spec.rgb;
bloom = dot(spec_contrib, spec_contrib) / 6;
bloom = dot(spec_contrib, spec_contrib) / 64;
col += spec_contrib;
}
col = mix(col.rgb, diffuse.rgb, diffuse.a);
col.rgb += diffuse.a * diffuse.rgb;
if (envIntensity > 0.0)
{ //add environmentmap
@ -154,9 +154,7 @@ void main()
vec3 refcol = textureCube(environmentMap, env_vec).rgb;
col = mix(col.rgb, refcol, envIntensity);
}
vec3 a = col.rgb;
if (norm.w < 0.5)
{
col = mix(atmosFragLighting(col, additive, atten), fullbrightAtmosTransportFrag(col, additive, atten), diffuse.a);