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Tentative fix for ALS cloud shadows leaking upward above cloud layer

This commit is contained in:
Thorsten Renk 2017-05-13 13:04:04 +03:00
parent 4300eae9bd
commit 0eff76715e

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@ -187,7 +187,9 @@ void main (void)
float fog_lightArg = (terminator-fog_yprime_alt)/100000.0;
float fog_earthShade = 0.9 * smoothstep(terminator_width+ terminator, -terminator_width + terminator, fog_yprime_alt) + 0.1;
float delta_z = hazeLayerAltitude - eye_alt;
float ct = dot(normalize(up), normalize(vertVec));
/// END geometry for light
@ -296,7 +298,9 @@ void main (void)
vec3 relPos = (gl_ModelViewMatrixInverse * vec4 (vertVec,0.0)).xyz;
if (cloud_shadow_flag == 1)
{
light_diffuse = light_diffuse * shadow_func(relPos.x, relPos.y, 1.0, dist);
float cloud_shadow_factor = shadow_func(relPos.x, relPos.y, 1.0, dist);
cloud_shadow_factor = 1.0 - ((1.0 - cloud_shadow_factor) * (1.0 - smoothstep (-100.0, 100.0, vertex_alt - hazeLayerAltitude)));
light_diffuse = light_diffuse * cloud_shadow_factor;
}
vec3 secondary_light = vec3 (0.0,0.0,0.0);
@ -477,7 +481,6 @@ void main (void)
float transmission_arg;
float eqColorFactor;
float delta_z = hazeLayerAltitude - eye_alt;
float mvisibility = min(visibility, avisibility);
if (dist > 0.04 * mvisibility)