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20 changes: 0 additions & 20 deletions package/Shaders/Water.hlsl
Original file line number Diff line number Diff line change
Expand Up @@ -918,26 +918,6 @@ DiffuseOutput GetWaterDiffuseColor(PS_INPUT input, float3 normal, float3 viewDir
float3 refractionColor = RefractionTex.Sample(RefractionSampler, refractionUV).xyz;
float3 refractionDiffuseColor = lerp(ShallowColor.xyz, DeepColor.xyz, distanceMul.y);

if (!(Permutation::PixelShaderDescriptor & Permutation::WaterFlags::Interior)) {
# if defined(SKYLIGHTING)
float3 skylightingPosition = lerp(input.WPosition.xyz, refractionWorldPosition.xyz, noise);

# if defined(VR)
float3 positionMSSkylight = skylightingPosition + FrameBuffer::CameraPosAdjust[eyeIndex].xyz - FrameBuffer::CameraPosAdjust[0].xyz;
# else
float3 positionMSSkylight = skylightingPosition;
# endif

sh2 skylightingSH = Skylighting::sampleNoBias(SharedData::skylightingSettings, Skylighting::SkylightingProbeArray, positionMSSkylight);
float skylightingDiffuse = SphericalHarmonics::FuncProductIntegral(skylightingSH, SphericalHarmonics::EvaluateCosineLobe(float3(0, 0, 1))) / Math::PI;
skylightingDiffuse = saturate(skylightingDiffuse);
skylightingDiffuse = lerp(1.0, skylightingDiffuse, Skylighting::getFadeOutFactor(input.WPosition.xyz));

float3 refractionDiffuseColorSkylight = Skylighting::mixDiffuse(SharedData::skylightingSettings, skylightingDiffuse);
refractionDiffuseColor = Color::LinearToGamma(Color::GammaToLinear(refractionDiffuseColor) * refractionDiffuseColorSkylight);
# endif
}

# if defined(UNDERWATER)
float refractionMul = 0;
# else
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4 changes: 2 additions & 2 deletions src/Features/Skylighting.h
Original file line number Diff line number Diff line change
Expand Up @@ -45,8 +45,8 @@ struct Skylighting : Feature
struct Settings
{
float MaxZenith = 3.1415926f / 2.f; // 90 deg
float MinDiffuseVisibility = 0.25f;
float MinSpecularVisibility = 0.25f;
float MinDiffuseVisibility = 0.1f;
float MinSpecularVisibility = 0.1f;
} settings;

struct SkylightingCB
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