diff --git a/shaders/dimensions/composite1.fsh b/shaders/dimensions/composite1.fsh index ae61342..8a1d278 100644 --- a/shaders/dimensions/composite1.fsh +++ b/shaders/dimensions/composite1.fsh @@ -735,13 +735,13 @@ void applyPuddles( if(isWater || f0 > 229.5/255.0 || isEyeInWater == 1) snow = 0.0; vec3 snowA = pow(texture2D(snowTexA, snowCoords).rgb, vec3(2.0/(ShaderSnowStrength-0.1))); - vec3 snowN = texture2D(snowTexN, snowCoords).rgb; + vec3 snowN = 2*texture2D(snowTexN, snowCoords).rgb - 1; float omSA = 1-snowAmount; float textureMult = smoothstep(0.1+0.5*omSA, 0.5+0.9*omSA, length(snowA)*snow*snowAmount); - normals = mix(normals, 0.5*snowN, textureMult); + normals = mix(normals, normalize(snowN), textureMult); roughness = mix(roughness, 0.8*snowR, sqrt(textureMult)); albedo = mix(albedo, 2.5*snowA, textureMult); diff --git a/shaders/lib/settings.glsl b/shaders/lib/settings.glsl index 024a1a9..237f617 100644 --- a/shaders/lib/settings.glsl +++ b/shaders/lib/settings.glsl @@ -324,6 +324,10 @@ uniform int moonPhase; #if colortype == 1 #define sunColorBase vec3(sunColorR,sunColorG,sunColorB) * sun_illuminance #define moonColorBase vec3(moonColorR,moonColorG,moonColorB) * moon_illuminance + + #ifdef REALMOON + #define moonColorBase2 blackbody(Moon_temp) * moon_illuminance + #endif #else #define sunColorBase blackbody(Sun_temp) * sun_illuminance