Modify water blend between refl and refr maps to preserve sunset colors more like non-ALM.

meow-7.2.2
Graham Linden 2019-06-28 14:47:24 -07:00
parent 4e796ce898
commit 83d3e565f7
1 changed files with 5 additions and 3 deletions

View File

@ -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;