1- #include "/ lib/ shaderSettings/ doomAndGloomFog.glsl"
1+ #include "/ lib/ shaderSettings/ doomAndGloomFog.glsl"
22// ///////////////////////////////////
33// Complementary Shaders by EminGT //
44// ///////////////////////////////////
1717 #undef NETHER_STORM
1818#endif
1919#define COLORED_LIGHT_FOG_RAIN_I 0 // [0 5 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 100 105 110 115 120 125 130 135 140 145 150 155 160 165 170 175 180 185 190 195 200]
20- #ifdef COLORED_LIGHT_FOG_RAIN_I
21- #endif
20+ // #ifdef COLORED_LIGHT_FOG_RAIN_I
21+ // #endif
2222
2323// ////////Fragment Shader//////////Fragment Shader//////////Fragment Shader//////////
2424#ifdef FRAGMENT_SHADER
@@ -59,11 +59,11 @@ float GetLinearDepth(float depth) {
5959 return (2.0 * near) / (far + near - depth * (far - near));
6060}
6161
62- // Includes//
63- #if defined MOD_SCORCHFUL && (VOLUMETRIC_SCORCHFUL_SANDSTORM >= 1 )
64- #include "/ lib/ atmospherics/ scorchfulSandstormFog.glsl"
65- #endif
66-
62+ // Includes//
63+ #if defined MOD_SCORCHFUL && (VOLUMETRIC_SCORCHFUL_SANDSTORM >= 1 )
64+ #include "/ lib/ atmospherics/ scorchfulSandstormFog.glsl"
65+ #endif
66+
6767
6868#include "/ lib/ atmospherics/ fog/ waterFog.glsl"
6969#include "/ lib/ atmospherics/ fog/ caveFactor.glsl"
@@ -279,11 +279,11 @@ void main() {
279279 #ifdef COLORED_LIGHT_FOG
280280 vec3 lightFog = GetColoredLightFog(nPlayerPos, translucentMult, lViewPos, lViewPos1, dither, vlFactorM);
281281 float lightFogMult = COLORED_LIGHT_FOG_I;
282- lightFogLength += length (lightFog);
283- #if DOOM_AND_GLOOM_FOG == 1
284- lightFogMult *= DG_ACT_FOG_INTENSITY;
285- #elif defined MOD_DOOM_AND_GLOOM && (DOOM_AND_GLOOM_FOG == 0 )
286- lightFogMult *= mix (1 , DG_ACT_FOG_INTENSITY, doomAndGloomFog);
282+ lightFogLength += length (lightFog);
283+ #if DOOM_AND_GLOOM_FOG == 1
284+ lightFogMult *= DG_ACT_FOG_INTENSITY;
285+ #elif defined MOD_DOOM_AND_GLOOM && (DOOM_AND_GLOOM_FOG == 0 )
286+ lightFogMult *= mix (1 , DG_ACT_FOG_INTENSITY, doomAndGloomFog);
287287 #endif
288288 // if (heldItemId == 40000 && heldItemId2 != 40000) lightFogMult = 0.0; // Hold spider eye to disable light fog
289289
@@ -295,20 +295,20 @@ void main() {
295295 #endif
296296 #endif
297297
298- #if defined MOD_SCORCHFUL && (VOLUMETRIC_SCORCHFUL_SANDSTORM >= 1 )
299- vec4 effect = GetVolumetricSandstorm(color, translucentMult, nPlayerPos, playerPos, lViewPos, lViewPos1, dither) * rainFactor * hasSandstorm;
300-
301- #if defined ATM_COLOR_MULTS || defined SPOOKY
302- effect.rgb *= GetAtmColorMult();
303- #endif
304- #ifdef MOON_PHASE_INF_ATMOSPHERE
305- effect.rgb *= moonPhaseInfluence;
306- #endif
307-
308- color = mix (color, effect.rgb, effect.a);
309- #endif
310-
311-
298+ #if defined MOD_SCORCHFUL && (VOLUMETRIC_SCORCHFUL_SANDSTORM >= 1 )
299+ vec4 effect = GetVolumetricSandstorm(color, translucentMult, nPlayerPos, playerPos, lViewPos, lViewPos1, dither) * rainFactor * hasSandstorm;
300+
301+ #if defined ATM_COLOR_MULTS || defined SPOOKY
302+ effect.rgb *= GetAtmColorMult();
303+ #endif
304+ #ifdef MOON_PHASE_INF_ATMOSPHERE
305+ effect.rgb *= moonPhaseInfluence;
306+ #endif
307+
308+ color = mix (color, effect.rgb, effect.a);
309+ #endif
310+
311+
312312 if (isEyeInWater == 1 ) {
313313 if (z0 == 1.0 ) color.rgb = waterFogColor;
314314
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