Make ALS procedural light sprite more palatable to nouveau GPU driver
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d683845745
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0791c66c5f
1 changed files with 6 additions and 7 deletions
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@ -66,17 +66,19 @@ float ray = 0.0;
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if (sinterm == 0.0)
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if (sinterm == 0.0)
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{ray = 0.0;}
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{ray = 0.0;}
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else
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else
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{ray = clamp(pow(sinterm,10.0),0.0,1.0);}
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//{ray = clamp(pow(sinterm,10.0),0.0,1.0);}
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{ray = sinterm * sinterm * sinterm * sinterm * sinterm * sinterm * sinterm * sinterm * sinterm * sinterm;}
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float fogEffect = (1.0-smoothstep(0.4,0.8,transmission));
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float fogEffect = (1.0-smoothstep(0.4,0.8,transmission));
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float halo = 0.2 * exp(-10.0 * r * r);
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float halo = 0.2 * exp(-10.0 * r * r);
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float base = exp(-80.0*r*r);
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float base = exp(-80.0*r*r);
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ray *= exp(-40.0 * r * r);
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ray *= exp(-40.0 * r * r);
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float intensity = clamp(ray + base + halo,0.0,1.0) + 0.1 * fogEffect * (1.0-smoothstep(0.3, 0.6,r));
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float intensity = clamp(ray + base + halo,0.0,1.0) + 0.1 * fogEffect * (1.0-smoothstep(0.3, 0.6,r));
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return intensity;
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return intensity;
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//return vec4 (1.0,1.0,1.0,1.0) * intensity;
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}
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}
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@ -160,11 +162,8 @@ void main()
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transmission = fog_func(transmission_arg);
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transmission = fog_func(transmission_arg);
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float lightArg = terminator/100000.0;
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float lightArg = terminator/100000.0;
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float attenuationScale = 1.0 + 20.0 * (1.0 -smoothstep(-15.0, 0.0, lightArg));
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float attenuationScale = 1.0 + 20.0 * (1.0 -smoothstep(-15.0, 0.0, lightArg));
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//float dist_att = exp(-100.0/attenuationScale/size);
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float dist_att = exp(-dist/200.0/size/attenuationScale);
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float dist_att = exp(-dist/200.0/size/attenuationScale);
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//vec4 texel = texture2D(texture,gl_TexCoord[0].st);
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//vec4 texel = light_sprite(gl_TexCoord[0].st,transmission, noise);
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float intensity = light_sprite(gl_TexCoord[0].st,transmission, noise);
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float intensity = light_sprite(gl_TexCoord[0].st,transmission, noise);
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vec3 light_color = gl_Color.rgb;
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vec3 light_color = gl_Color.rgb;
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