Merge pull request #5 from X0nk/unstable-development

make "misc blocks" subsurface scattering work again. tweak sky lightm…
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Merlin1809 authored and GitHub committed 2025-04-10 23:27:50 +02:00
commit 8be6fffd3c
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@@ -314,7 +314,7 @@ void main() {
// low
#ifdef MISC_BLOCK_SSS
if(mc_Entity.x == BLOCK_SSS_WEIRD || mc_Entity.x == BLOCK_GRASS) SSSAMOUNT = 0.25;
if(mc_Entity.x == BLOCK_SSS_WEIRD || mc_Entity.x == BLOCK_GRASS) SSSAMOUNT = 0.4;
#endif
#ifdef ENTITIES
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@@ -74,7 +74,7 @@ vec3 doIndirectLighting(
// float lightmapCurve = pow(1.0-pow(1.0-lightmap,2.0),2.0);
// float lightmapCurve = lightmap*lightmap;
float lightmapCurve = (pow(lightmap,15.0)*2.0 + pow(lightmap,2.5))*0.5;
float lightmapCurve = (pow(lightmap,15.0)*2.0 + lightmap*lightmap)*0.5;
vec3 indirectLight = lightColor * lightmapCurve * ambient_brightness * 0.7;