From 0cdc548746dc0d3fde57757af208661fd7b9eac3 Mon Sep 17 00:00:00 2001 From: Xonk Date: Sat, 14 Feb 2026 00:14:24 -0500 Subject: [PATCH] scale fog ambient light brightness with current light level again --- shaders/dimensions/composite2.fsh | 7 ++++--- 1 file changed, 4 insertions(+), 3 deletions(-) diff --git a/shaders/dimensions/composite2.fsh b/shaders/dimensions/composite2.fsh index ceae5c4..cae1bf3 100644 --- a/shaders/dimensions/composite2.fsh +++ b/shaders/dimensions/composite2.fsh @@ -460,6 +460,7 @@ vec4 waterVolumetrics_outsidePOV( vec3 rayStart, vec3 rayEnd, float estEndDepth, return vec4(vL, dot(absorbance,vec3(0.333333))); } + float fogPhase2(float lightPoint){ float linear = 1.0 - clamp(lightPoint*0.5+0.5,0.0,1.0); float linear2 = 1.0 - clamp(lightPoint,0.0,1.0); @@ -640,7 +641,7 @@ void main() { vec3 indirectLight = indirectLightColor_dynamic * ambient_brightness; float minimumLightAmount = 0.02*nightVision + 0.005 * mix(MINIMUM_INDOOR_LIGHT, MINIMUM_OUTDOOR_LIGHT, clamp(eyeBrightnessSmooth.y/240.0 + lightmap.y,0.0,1.0)); - vec3 indirectLight_fog = indirectLightColor * ambient_brightness; + vec3 indirectLight_fog = indirectLightColor * skyLightLevelSmooth * ambient_brightness; indirectLight_fog += vec3(1.0) * (0.02*nightVision + 0.005 * mix(MINIMUM_INDOOR_LIGHT, MINIMUM_OUTDOOR_LIGHT, skyLightLevelSmooth)); float cloudPlaneDistance = 0.0; @@ -670,7 +671,7 @@ void main() { } #endif - vec4 VolumetricFog = GetVolumetricFog(viewPos0, vec2(noise_1), WsunVec, directLightColor, indirectLight_fog, indirectLight, cloudPlaneDistance); + vec4 VolumetricFog = GetVolumetricFog(viewPos0, vec2(noise_1), WsunVec, directLightColor, indirectLight_fog, indirectLight*skyLightLevelSmooth, cloudPlaneDistance); #if defined LPV_VL_FOG_ILLUMINATION VolumetricFog.a *= LPV_ILLUMINATION.a; @@ -711,7 +712,7 @@ void main() { gl_FragData[1] = vec4(0.0,0.0,0.0,1.0); #if defined OVERWORLD_SHADER - VolumetricClouds = GetVolumetricClouds(viewPos1, vec2(noise_1), WsunVec, directLightColor, indirectLightColor, cloudPlaneDistance); + VolumetricClouds = GetVolumetricClouds(viewPos1, vec2(noise_1), WsunVec, directLightColor, indirectLightColor*skyLightLevelSmooth, cloudPlaneDistance); VolumetricFog = GetVolumetricFog(viewPos1, vec2(noise_1), WsunVec, directLightColor, indirectLight_fog, indirectLight, cloudPlaneDistance);