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This change looks bad to me. If it fixes a problem, the cause of the problem is elsewhere.
Code: Select all
vec3 scatterColour = mix(vec3(SCATTER_COLOUR)*vec3(1.0,0.4,0.0), SCATTER_COLOUR, clamp(1.0-exp(-sunHeight*SUN_EXT), 0.0, 1.0)); // fresnel - float ior = (cameraPos.z>0.0)?(1.333/1.0):(1.0/1.333); // air to water; water to air + float ior = (cameraPos.z>0.0)?(1.333/1.0):(1.450/1.0); // air to water; water to air float fresnel = fresnel_dielectric(vVec, normal, ior); fresnel = clamp(fresnel, 0.0, 1.0);
AnyOldName3, Master of Shadows
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