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Make ALS procedural light sprite more palatable to nouveau GPU driver

This commit is contained in:
Thorsten Renk 2017-03-04 10:01:45 +02:00
parent d683845745
commit 0791c66c5f

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@ -66,17 +66,19 @@ float ray = 0.0;
if (sinterm == 0.0)
{ray = 0.0;}
else
{ray = clamp(pow(sinterm,10.0),0.0,1.0);}
//{ray = clamp(pow(sinterm,10.0),0.0,1.0);}
{ray = sinterm * sinterm * sinterm * sinterm * sinterm * sinterm * sinterm * sinterm * sinterm * sinterm;}
float fogEffect = (1.0-smoothstep(0.4,0.8,transmission));
float halo = 0.2 * exp(-10.0 * r * r);
float base = exp(-80.0*r*r);
ray *= exp(-40.0 * r * r);
float intensity = clamp(ray + base + halo,0.0,1.0) + 0.1 * fogEffect * (1.0-smoothstep(0.3, 0.6,r));
float intensity = clamp(ray + base + halo,0.0,1.0) + 0.1 * fogEffect * (1.0-smoothstep(0.3, 0.6,r));
return intensity;
//return vec4 (1.0,1.0,1.0,1.0) * intensity;
}
@ -160,11 +162,8 @@ void main()
transmission = fog_func(transmission_arg);
float lightArg = terminator/100000.0;
float attenuationScale = 1.0 + 20.0 * (1.0 -smoothstep(-15.0, 0.0, lightArg));
//float dist_att = exp(-100.0/attenuationScale/size);
float dist_att = exp(-dist/200.0/size/attenuationScale);
float dist_att = exp(-dist/200.0/size/attenuationScale);
//vec4 texel = texture2D(texture,gl_TexCoord[0].st);
//vec4 texel = light_sprite(gl_TexCoord[0].st,transmission, noise);
float intensity = light_sprite(gl_TexCoord[0].st,transmission, noise);
vec3 light_color = gl_Color.rgb;