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Reduced sky brightness
1 parent 2a19139 commit 27acaee

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2 files changed

+6
-6
lines changed

2 files changed

+6
-6
lines changed

SourceFiles/SkyPixelShader.h

Lines changed: 3 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -99,7 +99,7 @@ float4 main(PixelInputType input) : SV_TARGET
9999
if (use_sky_background)
100100
{
101101
float4 sampledTextureColor = shaderTextures[0].Sample(ss, input.tex_coords0);
102-
final_color.rgb = sampledTextureColor.rgb * 1.4;
102+
final_color.rgb = sampledTextureColor.rgb * 1.1;
103103
}
104104

105105
if (use_clouds_0)
@@ -108,7 +108,7 @@ float4 main(PixelInputType input) : SV_TARGET
108108
float v = input.tex_coords0.y;
109109

110110
float4 sampledTextureColor = shaderTextures[1].Sample(ss, float2(u, v));
111-
final_color.rgb += sampledTextureColor.rgb * sampledTextureColor.a;
111+
final_color.rgb += saturate(sampledTextureColor.rgb) * sampledTextureColor.a;
112112
}
113113

114114
if (use_clouds_1)
@@ -117,7 +117,7 @@ float4 main(PixelInputType input) : SV_TARGET
117117
float v = input.tex_coords0.y;
118118

119119
float4 sampledTextureColor = shaderTextures[2].Sample(ss, float2(u, v));
120-
final_color.rgb += sampledTextureColor.rgb * sampledTextureColor.a;
120+
final_color.rgb += saturate(sampledTextureColor.rgb) * sampledTextureColor.a;
121121
}
122122

123123
//if (use_sun)

SourceFiles/SkyPixelShader.hlsl

Lines changed: 3 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -94,7 +94,7 @@ float4 main(PixelInputType input) : SV_TARGET
9494
if (use_sky_background)
9595
{
9696
float4 sampledTextureColor = shaderTextures[0].Sample(ss, input.tex_coords0);
97-
final_color.rgb = sampledTextureColor.rgb * 1.4;
97+
final_color.rgb = sampledTextureColor.rgb * 1.1;
9898
}
9999

100100
if (use_clouds_0)
@@ -103,7 +103,7 @@ float4 main(PixelInputType input) : SV_TARGET
103103
float v = input.tex_coords0.y;
104104

105105
float4 sampledTextureColor = shaderTextures[1].Sample(ss, float2(u, v));
106-
final_color.rgb += sampledTextureColor.rgb * sampledTextureColor.a;
106+
final_color.rgb += saturate(sampledTextureColor.rgb) * sampledTextureColor.a;
107107
}
108108

109109
if (use_clouds_1)
@@ -112,7 +112,7 @@ float4 main(PixelInputType input) : SV_TARGET
112112
float v = input.tex_coords0.y;
113113

114114
float4 sampledTextureColor = shaderTextures[2].Sample(ss, float2(u, v));
115-
final_color.rgb += sampledTextureColor.rgb * sampledTextureColor.a;
115+
final_color.rgb += saturate(sampledTextureColor.rgb) * sampledTextureColor.a;
116116
}
117117

118118
//if (use_sun)

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