ALS: do not clamp haze color in object shaders, this leads to mismatch with terrain at high light intensity
This commit is contained in:
parent
a2b17b4085
commit
1407ff3166
3 changed files with 3 additions and 3 deletions
|
@ -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 ///
|
||||||
|
|
||||||
|
|
|
@ -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);
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
|
@ -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);
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in a new issue