diff --git a/Shaders/urban.frag b/Shaders/urban.frag index 1638f94da..7e207cf44 100644 --- a/Shaders/urban.frag +++ b/Shaders/urban.frag @@ -1,6 +1,6 @@ // -*- mode: C; -*- // Licence: GPL v2 -// Author: Frederic Bouvier. +// Author: Frederic Bouvier. // Adapted from the paper by F. Policarpo et al. : Real-time Relief Mapping on Arbitrary Polygonal Surfaces #version 120 @@ -34,7 +34,7 @@ float ray_intersect(sampler2D reliefMap, vec2 dp, vec2 ds) for(int i = 0; i < linear_search_steps - 1; ++i) { depth += size; - float t = texture2D(reliefMap, dp + ds * depth).a; + float t = step(0.95, texture2D(reliefMap, dp + ds * depth).a); if(best_depth > 0.996) if(depth >= t) best_depth = depth; @@ -46,7 +46,7 @@ float ray_intersect(sampler2D reliefMap, vec2 dp, vec2 ds) for(int i = 0; i < binary_search_steps; ++i) { size *= 0.5; - float t = texture2D(reliefMap, dp + ds * depth).a; + float t = step(0.95, texture2D(reliefMap, dp + ds * depth).a); if(depth >= t) { best_depth = depth; @@ -129,7 +129,7 @@ void main (void) finalColor = mix(finalColor, clamp(n+nvL[2]*4.1+vec4(0.1, 0.1, nvL[2]*2.2, 1.0), 0.7, 1.0), step(0.8,Nz)*(1.0-emis)*smoothstep(snowlevel+300.0, snowlevel+360.0, (rawpos.z)+nvL[1]*3000.0)); finalColor *= ambient_light; - + if (gl_Fog.density == 1.0) fogFactor=1.0; diff --git a/gui/menubar.xml b/gui/menubar.xml index 0429ac003..e7ad39d78 100644 --- a/gui/menubar.xml +++ b/gui/menubar.xml @@ -347,6 +347,14 @@ </binding> </item> + <item> + <label>Local Weather Config</label> + <binding> + <command>dialog-show</command> + <dialog-name>local_weather_config</dialog-name> + </binding> + </item> + <item> <label>Time Settings</label> <binding> diff --git a/preferences.xml b/preferences.xml index 1a06bef7e..bf2b8e90a 100644 --- a/preferences.xml +++ b/preferences.xml @@ -148,6 +148,7 @@ Started September 2000 by David Megginson, david@megginson.com </headshake> <crop-shader userarchive="y">0</crop-shader> <landmass-shader userarchive="y">0</landmass-shader> + <transition-shader userarchive="y">0</transition-shader> <water-shader userarchive="y">0</water-shader> <urban-shader userarchive="y">0</urban-shader> <contrail-shader userarchive="y">0</contrail-shader>