diff --git a/Effects/cloud-static.eff b/Effects/cloud-static.eff index 737407c79..c90d0c5cf 100644 --- a/Effects/cloud-static.eff +++ b/Effects/cloud-static.eff @@ -1,6 +1,6 @@ - Effects/rain-layer + Effects/cloud-static diff --git a/Effects/model-default.eff b/Effects/model-default.eff index fa622d218..25b02fa91 100644 --- a/Effects/model-default.eff +++ b/Effects/model-default.eff @@ -13,21 +13,15 @@ 0 - - /environment/ground-visibility-m - - - /environment/visibility-m - - - /environment/ground-haze-thickness-m - - - /rendering/scene/scattering - - - /environment/terminator-relative-position-m - + /environment/ground-visibility-m + /environment/visibility-m + /environment/ground-haze-thickness-m + /rendering/scene/scattering + /environment/surface/scattering + /environment/terminator-relative-position-m + /environment/mean-terrain-elevation-m + /rendering/scene/overcast + /sim/rendering/eye-altitude-m /sim/rendering/shaders/skydome diff --git a/Effects/skydome.eff b/Effects/skydome.eff index 1c916d08d..94f3bc5f8 100644 --- a/Effects/skydome.eff +++ b/Effects/skydome.eff @@ -17,7 +17,6 @@ - /sim/rendering/shader-effects /sim/rendering/shaders/skydome diff --git a/Effects/terrain-default.eff b/Effects/terrain-default.eff index 3f51fb4fa..544f5745a 100644 --- a/Effects/terrain-default.eff +++ b/Effects/terrain-default.eff @@ -30,7 +30,7 @@ normalized - + Textures.high/Terrain/snow3.dds linear-mipmap-linear repeat @@ -160,12 +160,12 @@ 6 - texture[6]/image - texture[6]/filter - texture[6]/wrap-s - texture[6]/wrap-t + texture[10]/image + texture[10]/filter + texture[10]/wrap-s + texture[10]/wrap-t - texture[6]/internal-format + texture[10]/internal-format diff --git a/Shaders/terrain-haze.frag b/Shaders/terrain-haze.frag index 54595d5e1..8db3f9b08 100644 --- a/Shaders/terrain-haze.frag +++ b/Shaders/terrain-haze.frag @@ -231,7 +231,8 @@ hazeColor.r = light_func(lightArg, 8.305e-06, 0.161, 3.827, 3.04e-05, 1.0); // now dim the light for haze -earthShade = 0.9 * smoothstep(terminator_width+ terminator, -terminator_width + terminator, yprime_alt) + 0.1; +float eShade = earthShade; +eShade = 0.9 * smoothstep(terminator_width+ terminator, -terminator_width + terminator, yprime_alt) + 0.1; // Mie-like factor @@ -255,7 +256,7 @@ hazeColor.y = hazeColor.y * 0.9; // additional blue in indirect light float fade_out = max(0.65 - 0.3 *overcast, 0.45); intensity = length(hazeColor); -hazeColor = intensity * normalize(mix(hazeColor, 1.5* vec3 (0.45, 0.6, 0.8), 1.0 -smoothstep(0.25, fade_out,earthShade) )); +hazeColor = intensity * normalize(mix(hazeColor, 1.5* vec3 (0.45, 0.6, 0.8), 1.0 -smoothstep(0.25, fade_out,eShade) )); // change haze color to blue hue for strong fogging //intensity = length(hazeColor); @@ -272,7 +273,7 @@ hazeColor = mix(shadow * hazeColor, hazeColor, 0.3 + 0.7* smoothstep(250000.0, 4 //fragColor.xyz = transmission * fragColor.xyz + (1.0-transmission) * eqColorFactor * hazeColor * earthShade; -fragColor.xyz = mix(eqColorFactor * hazeColor * earthShade, fragColor.xyz,transmission); +fragColor.xyz = mix(eqColorFactor * hazeColor * eShade, fragColor.xyz,transmission); gl_FragColor = fragColor; diff --git a/gui/dialogs/rendering.xml b/gui/dialogs/rendering.xml index 5c8e77f6b..491135b82 100644 --- a/gui/dialogs/rendering.xml +++ b/gui/dialogs/rendering.xml @@ -698,7 +698,7 @@ vbox left - + skydome-scattering /sim/rendering/shaders/skydome