Set correct depth ranges for randing buildings
Unlikely that we'll enable shadows for them, but they should have logarithmic depth set anyway.
This commit is contained in:
parent
1d877850b9
commit
10d7165c54
3 changed files with 6 additions and 6 deletions
|
@ -63,12 +63,6 @@
|
|||
<negative-z>Aircraft/Generic/Effects/CubeMaps/buildings/D.png</negative-z>
|
||||
</images>
|
||||
</texture>
|
||||
<texture n="6">
|
||||
<!-- instance information from shader -->
|
||||
<type>2d</type>
|
||||
<wrap-s>clamp</wrap-s>
|
||||
<wrap-t>clamp</wrap-t>
|
||||
</texture>
|
||||
<!--Ambient correction -->
|
||||
<ambient-correction type="float"> 0.0 </ambient-correction>
|
||||
<dirt-enabled type="int"> 0 </dirt-enabled>
|
||||
|
|
|
@ -35,6 +35,8 @@ varying vec3 relPos;
|
|||
varying float yprime_alt;
|
||||
varying float mie_angle;
|
||||
|
||||
varying float flogz;
|
||||
|
||||
uniform int colorMode;
|
||||
uniform float hazeLayerAltitude;
|
||||
uniform float terminator;
|
||||
|
@ -116,6 +118,7 @@ void main()
|
|||
position = position + instancePosition.xyz;
|
||||
|
||||
gl_Position = gl_ModelViewProjectionMatrix * vec4(position,1.0);
|
||||
flogz = 1.0 + gl_Position.w;
|
||||
|
||||
// Texture coordinates are stored as:
|
||||
// - a separate offset (x0, y0) for the wall (wtex0x, wtex0y), and roof (rtex0x, rtex0y)
|
||||
|
|
|
@ -16,6 +16,8 @@ varying vec3 vViewVec;
|
|||
varying vec3 vertVec;
|
||||
varying vec3 reflVec;
|
||||
|
||||
varying float flogz;
|
||||
|
||||
varying float alpha;
|
||||
|
||||
attribute vec3 tangent;
|
||||
|
@ -184,4 +186,5 @@ void main(void)
|
|||
gl_FrontColor = vec4(1.0,1.0,1.0,1.0);
|
||||
}
|
||||
gl_Position = gl_ModelViewProjectionMatrix * vec4(rawpos,1.0);
|
||||
flogz = 1.0 + gl_Position.w;
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue