PHO
PHO
Some stars should be visible when the clouds are thin, but not all of them should be.
I tried many ways to fix this bug but haven't found a way to do the trick. I thought `worldPos` was the vertex position in the Minecraft world coordinates but...
The shader currently uses Gerstner wave function for both geometric and normal perturbance, but it might be better to use exponentiated (possibly squared?) sine waves for the latter. This is...
But the biggest problem is that we can't easily scale the size of clouds casting shadows. If we do it with the origin being the view position, the position of...
But can we really tell rain from snow, from within the terrain shader? I doubt that...
The biggest problem about the entity renderer is that it doesn't have access to the light map, which means it is impossible to know either the terrain-dependent sunlight level or...
Of course it's impossible right now, because we can't insert our own vertices to the scene. See https://en.wikipedia.org/wiki/Volumetric_lighting
We could probably do this by using saturation of FOG_COLOR.
Not sure if this is feasible without giving too much "fake" feelings. Should be optional. Specular mapping would also be nice.