diff --git a/assets/lumi/shaders/common/contrast.glsl b/assets/lumi/shaders/common/contrast.glsl index 1103e651..2d6334b2 100644 --- a/assets/lumi/shaders/common/contrast.glsl +++ b/assets/lumi/shaders/common/contrast.glsl @@ -55,12 +55,12 @@ const float USER_NIGHT_AMBIENT_MULTIPLIER = clamp(NIGHT_AMBIENT_BRIGHTNESS, 0, // SKY COLORS #define DEF_VANILLA_DAY_SKY_COLOR hdr_fromGamma(vec3(0.52, 0.69, 1.0)) + #define DEF_LUMI_AZURE vec3(0.425, 0.623333, 0.85) #if SKY_MODE == SKY_MODE_LUMI #define DEF_NEBULAE_COLOR vec3(0.8, 0.3, 0.6) #define _0_DEF_NIGHT_SKY_COLOR mix(vec3(0.1, 0.1, 0.2), vec3(0.2, 0.25, 0.4), clamp(USER_NIGHT_AMBIENT_MULTIPLIER, 0.0, 1.0)) - #define DEF_LUMI_AZURE vec3(0.425, 0.623333, 0.85) #if LUMI_SKY_COLOR == LUMI_SKY_COLOR_NATURAL_AZURE #define DEF_DAY_SKY_COLOR hdr_fromGamma(DEF_LUMI_AZURE) diff --git a/assets/lumi/shaders/prog/sky.glsl b/assets/lumi/shaders/prog/sky.glsl index d8a73277..e1efd870 100644 --- a/assets/lumi/shaders/prog/sky.glsl +++ b/assets/lumi/shaders/prog/sky.glsl @@ -128,8 +128,7 @@ vec4 customSky(sampler2D sunTexture, sampler2D moonTexture, vec3 toSky, vec3 fal #else float mul = 1.0 + frx_worldIsMoonlit * frx_skyLightTransitionFactor; vec3 fallback1 = hdr_fromGamma(fallback) * mul; - float shine = step(1.0, l2_max3(fallback1)); - result.rgb = mix(fog(vec4(fallback1, 1.0), toSky * frx_viewDistance * 4.0, toSky, isUnderwater).rgb, fallback1, shine); + result.rgb = fog(vec4(fallback1, 1.0), toSky * frx_viewDistance * 4.0, toSky, isUnderwater).rgb; #endif #if SKY_MODE == SKY_MODE_LUMI || SKY_MODE == SKY_MODE_VANILLA_STARRY