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authorRémi Verschelde <rverschelde@gmail.com>2022-10-13 09:05:30 +0200
committerRémi Verschelde <rverschelde@gmail.com>2022-10-13 09:05:30 +0200
commit0aa2d7061398a2d65823469d64add663802ea5bd (patch)
treef40fcde5393be3c20e43b4f0492d1cc068987abe /servers/rendering/renderer_rd
parentb9e924c806870d1c9dc8705d5af9230504e737da (diff)
parent6aebc7b66efe9cfd562f702b86f0fac070ee2ec2 (diff)
Merge pull request #67320 from Calinou/fix-volumetric-fog-low-density
Fix volumetric fog not rendering at densities lower than or equal to 0.001
Diffstat (limited to 'servers/rendering/renderer_rd')
-rw-r--r--servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl2
1 files changed, 1 insertions, 1 deletions
diff --git a/servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl b/servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl
index eed9038502..28507e6c12 100644
--- a/servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl
+++ b/servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl
@@ -381,7 +381,7 @@ void main() {
float cell_depth_size = abs(view_pos.z - get_depth_at_pos(fog_cell_size.z, pos.z + 1));
//compute directional lights
- if (total_density > 0.001) {
+ if (total_density > 0.00005) {
for (uint i = 0; i < params.directional_light_count; i++) {
if (directional_lights.data[i].volumetric_fog_energy > 0.001) {
vec3 shadow_attenuation = vec3(1.0);