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ALS: do not clamp haze color in object shaders, this leads to mismatch with terrain at high light intensity

This commit is contained in:
Thorsten Renk 2018-02-09 14:08:01 +02:00
parent a2b17b4085
commit 1407ff3166
3 changed files with 3 additions and 3 deletions

View file

@ -639,7 +639,7 @@ void main (void)
/// END fog color /// END fog color
fragColor = clamp(fragColor, 0.0, 1.0); fragColor = clamp(fragColor, 0.0, 1.0);
hazeColor = clamp(hazeColor, 0.0, 1.0); //hazeColor = clamp(hazeColor, 0.0, 1.0);
///BEGIN Rayleigh fog /// ///BEGIN Rayleigh fog ///

View file

@ -377,7 +377,7 @@ hazeColor = intensity * normalize(mix(hazeColor, shadedFogColor, (1.0-smoothste
// determine the right mix of transmission and haze // determine the right mix of transmission and haze
hazeColor = clamp(hazeColor,0.0,1.0); //hazeColor = clamp(hazeColor,0.0,1.0);
fragColor.rgb = mix(eqColorFactor * hazeColor * eShade + secondary_light * fog_backscatter(avisibility), fragColor.rgb,transmission); fragColor.rgb = mix(eqColorFactor * hazeColor * eShade + secondary_light * fog_backscatter(avisibility), fragColor.rgb,transmission);
} }

View file

@ -357,7 +357,7 @@ hazeColor.rgb = max(hazeColor.rgb, minLight.rgb);
// determine the right mix of transmission and haze // determine the right mix of transmission and haze
hazeColor = clamp(hazeColor,0.0,1.0); //hazeColor = clamp(hazeColor,0.0,1.0);
fragColor.rgb = mix( hazeColor + secondary_light * fog_backscatter(mvisibility), fragColor.rgb,transmission); fragColor.rgb = mix( hazeColor + secondary_light * fog_backscatter(mvisibility), fragColor.rgb,transmission);
} }