diff --git a/Templates/BaseGame/game/core/rendering/shaders/gl/scatterSkyP.glsl b/Templates/BaseGame/game/core/rendering/shaders/gl/scatterSkyP.glsl index 6d4e3ea75..78753041c 100644 --- a/Templates/BaseGame/game/core/rendering/shaders/gl/scatterSkyP.glsl +++ b/Templates/BaseGame/game/core/rendering/shaders/gl/scatterSkyP.glsl @@ -60,13 +60,9 @@ void main() vec4 nightSkyColor = texture(nightSky, -v3Direction); nightSkyColor = mix(nightColor, nightSkyColor, useCubemap); - float fac = dot( normalize( pos ), sunDir ); - fac = max( nightInterpAndExposure.y, pow( clamp( fac, 0.0, 1.0 ), 2 ) ); OUT_col = mix( color, nightSkyColor, nightInterpAndExposure.y ); OUT_col.a = 1; - - OUT_col = clamp(OUT_col, 0.0, 1.0); - + OUT_col = hdrEncode( OUT_col ); } diff --git a/Templates/BaseGame/game/core/rendering/shaders/scatterSkyP.hlsl b/Templates/BaseGame/game/core/rendering/shaders/scatterSkyP.hlsl index 84e0854e0..83cf7fa12 100644 --- a/Templates/BaseGame/game/core/rendering/shaders/scatterSkyP.hlsl +++ b/Templates/BaseGame/game/core/rendering/shaders/scatterSkyP.hlsl @@ -58,12 +58,9 @@ float4 main( Conn In ) : TORQUE_TARGET0 float4 nightSkyColor = TORQUE_TEXCUBE(nightSky, -In.v3Direction); nightSkyColor = lerp( nightColor, nightSkyColor, useCubemap ); - float fac = dot( normalize( In.pos ), sunDir ); - fac = max( nightInterpAndExposure.y, pow( saturate( fac ), 2 ) ); Out = lerp( color, nightSkyColor, nightInterpAndExposure.y ); Out.a = 1; - Out = saturate(Out); return hdrEncode( Out ); }