Remove incorrect fog height density remapping
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f90047f158
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e9f1b0a0b2
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@ -757,9 +757,6 @@ void RenderForwardClustered::_setup_environment(const RenderDataRD *p_render_dat
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scene_state.ubo.fog_density = environment_get_fog_density(p_render_data->environment);
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scene_state.ubo.fog_height = environment_get_fog_height(p_render_data->environment);
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scene_state.ubo.fog_height_density = environment_get_fog_height_density(p_render_data->environment);
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if (scene_state.ubo.fog_height_density >= 0.0001) {
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scene_state.ubo.fog_height_density = 1.0 / scene_state.ubo.fog_height_density;
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}
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scene_state.ubo.fog_aerial_perspective = environment_get_fog_aerial_perspective(p_render_data->environment);
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Color fog_color = environment_get_fog_light_color(p_render_data->environment).to_linear();
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@ -1637,9 +1637,6 @@ void RenderForwardMobile::_setup_environment(const RenderDataRD *p_render_data,
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scene_state.ubo.fog_density = environment_get_fog_density(p_render_data->environment);
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scene_state.ubo.fog_height = environment_get_fog_height(p_render_data->environment);
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scene_state.ubo.fog_height_density = environment_get_fog_height_density(p_render_data->environment);
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if (scene_state.ubo.fog_height_density >= 0.0001) {
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scene_state.ubo.fog_height_density = 1.0 / scene_state.ubo.fog_height_density;
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}
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scene_state.ubo.fog_aerial_perspective = environment_get_fog_aerial_perspective(p_render_data->environment);
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Color fog_color = environment_get_fog_light_color(p_render_data->environment).to_linear();
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@ -531,7 +531,7 @@ vec4 fog_process(vec3 vertex) {
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float y_dist = y - scene_data.fog_height;
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float vfog_amount = clamp(1.0 - exp(y_dist * scene_data.fog_height_density), 0.0, 1.0);
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float vfog_amount = 1.0 - exp(min(0.0, y_dist * scene_data.fog_height_density));
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fog_amount = max(vfog_amount, fog_amount);
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}
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@ -557,7 +557,7 @@ vec4 fog_process(vec3 vertex) {
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float y_dist = y - scene_data.fog_height;
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float vfog_amount = clamp(1.0 - exp(y_dist * scene_data.fog_height_density), 0.0, 1.0);
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float vfog_amount = 1.0 - exp(min(0.0, y_dist * scene_data.fog_height_density));
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fog_amount = max(vfog_amount, fog_amount);
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}
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