diff --git a/Effects/urban.eff b/Effects/urban.eff index 611178d41..4bc2932f2 100644 --- a/Effects/urban.eff +++ b/Effects/urban.eff @@ -29,7 +29,7 @@ /environment/terminator-relative-position-m - /sim/rendering/shaders/skydome + /sim/rendering/scattering-shader @@ -60,8 +60,9 @@ - GL_ATI_shader_texture_lod - GL_ARB_shader_texture_lod + GL_ATI_shader_texture_lod + GL_ARB_shader_texture_lod + GL_EXT_gpu_shader4 @@ -288,7 +289,7 @@ /sim/rendering/shaders/urban - 2.0 + 1.0 /sim/rendering/shaders/urban diff --git a/Shaders/urban.frag b/Shaders/urban.frag index b82d4a19a..a63e52116 100644 --- a/Shaders/urban.frag +++ b/Shaders/urban.frag @@ -28,8 +28,8 @@ uniform sampler2D NormalTex; uniform sampler2D QDMTex; uniform float depth_factor; uniform float tile_size; -uniform float quality_level; // From /sim/rendering/quality-level -uniform float snowlevel; // From /sim/rendering/snow-level-m +uniform float quality_level; +uniform float snowlevel; uniform vec3 night_color; const float scale = 1.0; @@ -172,7 +172,7 @@ float ray_intersect(vec2 dp, vec2 ds) void main (void) { - if ( quality_level >= 3.5 ) { + if ( quality_level >= 3.0 ) { linear_search_steps = 20; } vec3 ecPos3 = ecPosition.xyz / ecPosition.w; @@ -196,7 +196,7 @@ void main (void) float shadow_factor = 1.0; // Shadow - if ( quality_level >= 3.0 ) { + if ( quality_level >= 2.0 ) { dp += ds * d; vec3 sl = normalize( vec3( dot( l, VTangent ), dot( l, VBinormal ), dot( -l, VNormal ) ) ); ds = sl.xy * depth_factor / sl.z;