diff --git a/shaders/dimensions/deferred.vsh b/shaders/dimensions/deferred.vsh index e773532..7fa3f35 100644 --- a/shaders/dimensions/deferred.vsh +++ b/shaders/dimensions/deferred.vsh @@ -152,7 +152,7 @@ void main() { vec3 minimumlight = vec3(1.0) * 0.01 * MIN_LIGHT_AMOUNT + nightVision * 0.05; // luminance based reinhard is useful ouside of tonemapping too. - averageSkyCol_Clouds = 1.5 * (averageSkyCol_Clouds / (1.0+luma(averageSkyCol_Clouds)*0.2)); + averageSkyCol_Clouds = averageSkyCol_Clouds / (1.0+luma(averageSkyCol_Clouds)*0.2); averageSkyCol = max(averageSkyCol * PLANET_GROUND_BRIGHTNESS,0.0) + minimumlight; diff --git a/shaders/lang/en_us.lang b/shaders/lang/en_us.lang index 596656b..1a1191c 100644 --- a/shaders/lang/en_us.lang +++ b/shaders/lang/en_us.lang @@ -1,6 +1,6 @@ option.SHADER_VERSION_LABEL = §dECLIPSE§r - A Bliss Edit prefix.SHADER_VERSION_LABEL = V - value.SHADER_VERSION_LABEL.482 = 3.0.3 + value.SHADER_VERSION_LABEL.482 = 3.0.4 # if you're here to translate, this is not a joke, these do what they say profile.POTATO=§4Potato diff --git a/shaders/lib/overworld_fog.glsl b/shaders/lib/overworld_fog.glsl index a355916..6c906be 100644 --- a/shaders/lib/overworld_fog.glsl +++ b/shaders/lib/overworld_fog.glsl @@ -287,7 +287,7 @@ vec4 GetVolumetricFog( //------------------------------------ // maximum range for atmosphere haze, basically. - float planetVolume = 1.0 - exp(clamp(1.0 - length(progressW-cameraPosition) / (16.0*150.0), 0.0,1.0) * -10.0); + float planetVolume = smoothstep(1.0 - exp(clamp(1.0 - length(progressW-cameraPosition) / (16.0*150.0), 0.0,1.0) * -10.0), 0.0, progressW.y-cameraPosition.y-500.0); // just air vec2 airCoef = (exp2(-max(progressW.y-SEA_LEVEL,0.0)/vec2(8.0e3, 1.2e3)*vec2(6.0,7.0)) * 192.0 * Haze_amount) * planetVolume;