Fix for under water being much brighter and mismatching between alpha and deferred. Don't make terrain fullbright under water.

meow-7.2.2
Runitai Linden 2020-03-06 11:05:55 -06:00
parent ecf8c6f520
commit 7d0cf70e4f
3 changed files with 2 additions and 17 deletions

View File

@ -154,11 +154,7 @@ vec3 post_diffuse = color.rgb;
vec3 post_spec = color.rgb;
#ifdef WATER_FOG
color.rgb += diffuse_srgb.rgb * diffuse_srgb.a * 0.25;
#else
color.rgb = mix(color.rgb, diffuse_linear.rgb, diffuse_linear.a);
#endif
if (envIntensity > 0.0)
{ //add environmentmap
@ -209,6 +205,7 @@ vec3 post_atmo = color.rgb;
// convert to linear as fullscreen lights need to sum in linear colorspace
// and will be gamma (re)corrected downstream...
frag_color.rgb = srgb_to_linear(color.rgb);
frag_color.a = 0.0; //bloom;
frag_color.a = bloom;
}

View File

@ -44,10 +44,6 @@ VARYING vec4 vary_texcoord1;
vec2 encode_normal(vec3 n);
#ifdef WATER_FOG
vec4 applyWaterFogView(vec3 pos, vec4 c);
#endif
void main()
{
/// Note: This should duplicate the blending functionality currently used for the terrain rendering.
@ -63,10 +59,6 @@ void main()
vec4 outColor = mix( mix(color3, color2, alpha2), mix(color1, color0, alpha1), alphaFinal );
outColor.a = 0.0; // yes, downstream atmospherics
#ifdef WATER_FOG
outColor = applyWaterFogView(pos.xyz, outColor);
outColor.a = 1.0; // no downstream atmo
#endif
frag_data[0] = outColor;
frag_data[1] = vec4(0.0,0.0,0.0,-1.0);

View File

@ -162,11 +162,7 @@ vec3 post_diffuse = color.rgb;
vec3 post_spec = color.rgb;
#ifdef WATER_FOG
color.rgb += diffuse_srgb.rgb * diffuse_srgb.a * 0.25;
#else
color.rgb = mix(color.rgb, diffuse_linear.rgb, diffuse_linear.a);
#endif
if (envIntensity > 0.0)
{ //add environmentmap