diff --git a/CHANGELOG.md b/CHANGELOG.md index 3380a3537d..6911100556 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -73,6 +73,7 @@ Bug #7292: Weather settings for disabling or enabling snow and rain ripples don't work Bug #7298: Water ripples from projectiles sometimes are not spawned Bug #7307: Alchemy "Magic Effect" search string does not match on tool tip for effects related to attributes + Bug #7309: Sunlight scattering is visible in inappropriate situations Bug #7322: Shadows don't cover groundcover depending on the view angle and perspective with compute scene bounds = primitives Bug #7354: Disabling post processing in-game causes a crash Bug #7364: Post processing is not reflected in savegame previews diff --git a/files/shaders/compatibility/water.frag b/files/shaders/compatibility/water.frag index 7ae1720185..5817b0c5ae 100644 --- a/files/shaders/compatibility/water.frag +++ b/files/shaders/compatibility/water.frag @@ -174,7 +174,7 @@ void main(void) vec3 waterColor = WATER_COLOR * sunFade; vec4 sunSpec = lcalcSpecular(0); - // alpha component is sun visibility; we want to start fading specularity when visibility is low + // alpha component is sun visibility; we want to start fading lighting effects when visibility is low sunSpec.a = min(1.0, sunSpec.a / SUN_SPEC_FADING_THRESHOLD); // artificial specularity to make rain ripples more noticeable @@ -203,7 +203,7 @@ void main(void) float sunHeight = lVec.z; vec3 scatterColour = mix(SCATTER_COLOUR*vec3(1.0,0.4,0.0), SCATTER_COLOUR, clamp(1.0-exp(-sunHeight*SUN_EXT), 0.0, 1.0)); vec3 lR = reflect(lVec, lNormal); - float lightScatter = clamp(dot(lVec,lNormal)*0.7+0.3, 0.0, 1.0) * clamp(dot(lR, vVec)*2.0-1.2, 0.0, 1.0) * SCATTER_AMOUNT * sunFade * clamp(1.0-exp(-sunHeight), 0.0, 1.0); + float lightScatter = clamp(dot(lVec,lNormal)*0.7+0.3, 0.0, 1.0) * clamp(dot(lR, vVec)*2.0-1.2, 0.0, 1.0) * SCATTER_AMOUNT * sunFade * sunSpec.a * clamp(1.0-exp(-sunHeight), 0.0, 1.0); gl_FragData[0].xyz = mix(mix(refraction, scatterColour, lightScatter), reflection, fresnel) + specular * sunSpec.rgb * sunSpec.a + rainSpecular; gl_FragData[0].w = 1.0;