Small fix for rain ambient light and vanilla SSR

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Merlin1809 committed 2025-07-21 21:48:54 +02:00
1 parent 7e16e77e38
commit bd8d2c95bd
2 files changed
+7 -1

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+2
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@@ -340,6 +340,8 @@ if (gl_FragCoord.x > 18.+257. && gl_FragCoord.y > 1. && gl_FragCoord.x < 18+257+
float cloudPlaneDistance = 0.0;
vec2 cloudDistance = vec2(0.0);
skyGroundCol *= (1.0 - (1.0 - RAIN_AMBIENT_LIGHT_MODIFIER) * rainStrength);
vec4 volumetricClouds = GetVolumetricClouds(viewPos, vec2(noise, 1.0-noise), WsunVec, WmoonVec, sunColor*2.5, moonColor*2.5, skyGroundCol/30.0, cloudPlaneDistance, cloudDistance);
+5 -1
View File
@@ -134,7 +134,9 @@ vec3 rayTraceSpeculars(vec3 dir, vec3 position, float dither, float quality, boo
for (int i = 0; i <= int(quality); i++) {
float sampleDepth = texelFetch2D(colortex4,ivec2(spos.xy/texelSize/4.0),0).a/65000.0;
#if defined DISTANT_HORIZONS && defined DH_SCREENSPACE_REFLECTIONS
if (sampleDepth < 1.0) {
#endif
sp = invLinZ(sqrt(sampleDepth));
if(sp < max(minZ, maxZ) && sp > min(minZ, maxZ)) return vec3(spos.xy/RENDER_SCALE,sp);
@@ -145,9 +147,11 @@ vec3 rayTraceSpeculars(vec3 dir, vec3 position, float dither, float quality, boo
spos += stepv;
reflectionLength += 1.0 / quality;
#if defined DISTANT_HORIZONS && defined DH_SCREENSPACE_REFLECTIONS
} else {
break;
}
#endif
}
return vec3(1.1);
}
@@ -232,7 +236,7 @@ vec4 screenSpaceReflections(
#if defined DISTANT_HORIZONS && defined DH_SCREENSPACE_REFLECTIONS
if (raytracePos.z >= 1.0) {
vec3 raytracePos_DH = rayTraceSpeculars_DH(reflectedVector, viewPos, noise, SSR_STEPS_DH, isHand, reflectionLength, fresnel);
vec3 raytracePos_DH = rayTraceSpeculars_DH(reflectedVector, viewPos, noise, quality, isHand, reflectionLength, fresnel);
raytracePos = raytracePos_DH;
}
#endif