diff --git a/shaders/dimensions/all_translucent.fsh b/shaders/dimensions/all_translucent.fsh index a1288ee..00ace15 100644 --- a/shaders/dimensions/all_translucent.fsh +++ b/shaders/dimensions/all_translucent.fsh @@ -686,7 +686,7 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 ) float fogShadow = GetEndFogShadow(feetPlayerPos+cameraPosition, lightPos); float endPhase = endFogPhase(lightPos); - Direct_lighting += lightColors * endPhase * end_NdotL * fogShadow; + Direct_lighting += pow(lightmap.y,5) *lightColors * endPhase * end_NdotL * fogShadow; vec3 AmbientLightColor = vec3(0.3,0.6,1.0); diff --git a/shaders/dimensions/composite1.fsh b/shaders/dimensions/composite1.fsh index e24e51e..ddd74e0 100644 --- a/shaders/dimensions/composite1.fsh +++ b/shaders/dimensions/composite1.fsh @@ -1106,7 +1106,7 @@ void main() { float lightningflash = 0.0; vec3 lightPos = LightSourcePosition(feetPlayerPos+cameraPosition, cameraPosition,vortexBounds, lightningflash); - vec3 lightColors = pow(lightmap.y,8) * LightSourceColors(vortexBounds, lightningflash); + vec3 lightColors = pow(lightmap.y,5) * LightSourceColors(vortexBounds, lightningflash); float end_NdotL = clamp(dot(slopednormal, normalize(-lightPos))*0.5+0.5,0.0,1.0); end_NdotL *= end_NdotL; diff --git a/shaders/lib/end_fog.glsl b/shaders/lib/end_fog.glsl index 6500c3b..9342968 100644 --- a/shaders/lib/end_fog.glsl +++ b/shaders/lib/end_fog.glsl @@ -95,7 +95,7 @@ vec3 LightSourcePosition(vec3 worldPos, vec3 cameraPos, float vortexBounds, out #ifdef THE_ORB cellSize = 200.0; - vec3 orbpos = (worldPos - cameraPos - ManualLightPos) - lightningBoltPos; + vec3 orbpos = (worldPos - cameraPos - ManualLightPos); orbpos += fract(cameraPos/cellSize)*cellSize - cellSize*0.5; return orbpos; @@ -119,7 +119,7 @@ vec3 LightSourcePosition_VL(vec3 worldPos, vec3 cameraPos, vec3 lightningBoltPos #ifdef THE_ORB cellSize = 200.0; // vec3 orbpos = worldPos - cameraPos - ManualLightPos;// - vec3(sin(frameTimeCounter), cos(frameTimeCounter), cos(frameTimeCounter))*100; - vec3 orbpos = (worldPos - cameraPos - ManualLightPos) - lightningBoltPos;// - vec3(sin(frameTimeCounter), cos(frameTimeCounter), cos(frameTimeCounter))*100; + vec3 orbpos = (worldPos - cameraPos - ManualLightPos);// - vec3(sin(frameTimeCounter), cos(frameTimeCounter), cos(frameTimeCounter))*100; orbpos += fract(cameraPos/cellSize)*cellSize - cellSize*0.5; return orbpos; @@ -225,7 +225,7 @@ vec3 LightSourceColors(float vortexBounds, float lightningflash){ vec3 lightningColor = vec3(END_LIGHTNING_COL_R,END_LIGHTNING_COL_G,END_LIGHTNING_COL_B) * lightningflash; #ifdef THE_ORB - return vec3(ORB_R, ORB_G, ORB_B) * ORB_ColMult * lightningflash; + return vec3(ORB_R, ORB_G, ORB_B) * ORB_ColMult; #else return mix(lightningColor, vortexColor, vortexBounds); #endif