From b4422fc5bc163fa3c521b7024624f0fb1c1b9cf9 Mon Sep 17 00:00:00 2001 From: epochwon Date: Fri, 8 Aug 2025 12:13:14 -0400 Subject: [PATCH] mask sunlight scattering by shadows --- files/shaders/compatibility/water.frag | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/files/shaders/compatibility/water.frag b/files/shaders/compatibility/water.frag index dbf36560b3..34e12344ae 100644 --- a/files/shaders/compatibility/water.frag +++ b/files/shaders/compatibility/water.frag @@ -209,7 +209,7 @@ void main(void) vec3 scatterColour = mix(SCATTER_COLOUR * vec3(1.0, 0.4, 0.0), SCATTER_COLOUR, max(1.0 - exp(-sunHeight * SUN_EXT), 0.0)); float scatterLambert = max(dot(sunWorldDir, scatterNormal) * 0.7 + 0.3, 0.0); float scatterReflectAngle = max(dot(reflect(sunWorldDir, scatterNormal), viewDir) * 2.0 - 1.2, 0.0); - float lightScatter = scatterLambert * scatterReflectAngle * SCATTER_AMOUNT * sunFade * sunSpec.a * max(1.0 - exp(-sunHeight), 0.0); + float lightScatter = scatterLambert * scatterReflectAngle * SCATTER_AMOUNT * sunFade * sunSpec.a * max(1.0 - exp(-sunHeight), 0.0) * shadow; refraction = mix(refraction, scatterColour, lightScatter); #endif