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Some lighting tweaks
1 parent 1cba39e commit 723b8bc

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4 files changed

+7
-7
lines changed

4 files changed

+7
-7
lines changed

assets/forgetmenot/include/pipeline/options.json5

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -333,7 +333,7 @@
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descriptionKey: "config.forgetmenot.desc.max_exposure_overworld"
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},
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exposure_multiplier_overworld: {
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default: 0.75,
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default: 0.65,
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min: 0.0,
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max: 3.0,
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nameKey: "config.forgetmenot.name.exposure_multiplier_overworld",

assets/forgetmenot/shaders/gbuffer/main.frag

Lines changed: 4 additions & 4 deletions
Original file line numberDiff line numberDiff line change
@@ -53,10 +53,10 @@ void autoGenNormal() {
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float lodFactor = pow(clamp01(dot(normalize(frx_vertex.xyz), -frx_vertexNormal)), 1.0 / 2.0);
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vec4 sample1 = textureLod(frxs_baseColor, frx_mapNormalizedUV(repeatAndMirrorCoords(uv1)), 0);
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vec4 sample2 = textureLod(frxs_baseColor, frx_mapNormalizedUV(repeatAndMirrorCoords(uv2)), 0);
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vec4 sample3 = textureLod(frxs_baseColor, frx_mapNormalizedUV(repeatAndMirrorCoords(uv3)), 0);
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vec4 sample4 = textureLod(frxs_baseColor, frx_mapNormalizedUV(repeatAndMirrorCoords(uv4)), 0);
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vec4 sample1 = texture(frxs_baseColor, frx_mapNormalizedUV(repeatAndMirrorCoords(uv1)), -1);
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vec4 sample2 = texture(frxs_baseColor, frx_mapNormalizedUV(repeatAndMirrorCoords(uv2)), -1);
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vec4 sample3 = texture(frxs_baseColor, frx_mapNormalizedUV(repeatAndMirrorCoords(uv3)), -1);
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vec4 sample4 = texture(frxs_baseColor, frx_mapNormalizedUV(repeatAndMirrorCoords(uv4)), -1);
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//frx_fragColor.rgb = mix(frx_fragColor.rgb, vec3(1.0, 0.0, 0.0), pow4(clamp01(dot(normalize(frx_vertex.xyz), -frx_vertexNormal))));
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assets/forgetmenot/shaders/lib/inc/lighting.glsl

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -201,7 +201,7 @@ vec3 basicLighting(
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ambientLighting += AMBIENT_BRIGHTNESS;
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204-
ambientLighting += 2.0 * pow2(blockLight) * fmn_blockLightColor * BLOCKLIGHT_BRIGHTNESS;
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ambientLighting += 2.0 * pow(blockLight, 1.5) * fmn_blockLightColor * BLOCKLIGHT_BRIGHTNESS;
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// handheld light
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{

assets/forgetmenot/shaders/post/fabulous/post_sort.frag

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -45,7 +45,7 @@ void main() {
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float undergroundFactor = linearstep(0.0, 0.5, frx_smoothedEyeBrightness.y);
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undergroundFactor = mix(1.0, undergroundFactor, float(frx_worldHasSkylight));
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48-
const float distanceFactor = 20.0;
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const float distanceFactor = 15.0;
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int fogDistanceWhole = int(blockDistance / distanceFactor);
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float fogDistancePart = fract(blockDistance / distanceFactor);

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