Modify water blend between refl and refr maps to preserve sunset colors more like non-ALM.
parent
4e796ce898
commit
83d3e565f7
|
|
@ -155,16 +155,18 @@ void main()
|
|||
vec2 distort2 = distort+wavef.xy*(refScale * 0.01)/max(dmod*df1, 1.0);
|
||||
|
||||
vec4 fb = texture2D(screenTex, distort2);
|
||||
fb.rgb = srgb_to_linear(fb.rgb);
|
||||
|
||||
//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 * 0.999999);
|
||||
color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.49999 + 0.5);
|
||||
|
||||
vec4 pos = vary_position;
|
||||
|
||||
color.rgb += spec * specular;
|
||||
|
||||
color.rgb = atmosTransport(color.rgb);
|
||||
|
||||
//color.rgb = atmosTransport(color.rgb);
|
||||
color.rgb *= 2.0f;
|
||||
color.rgb = scaleSoftClip(color.rgb);
|
||||
|
||||
color.a = spec * sunAngle2;
|
||||
|
|
|
|||
Loading…
Reference in New Issue