Kill specular channel after sundown in ALS model shader
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1 changed files with 3 additions and 3 deletions
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@ -94,7 +94,9 @@ void main()
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float effective_scattering = min(scattering, cloud_self_shading);
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vec4 light_specular = gl_LightSource[0].specular;
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eShade = 0.9 * smoothstep(terminator_width+ terminator, -terminator_width + terminator, yprime_alt) + 0.1;
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vec4 light_specular = gl_LightSource[0].specular * (eShade - 0.1);
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// If gl_Color.a == 0, this is a back-facing polygon and the
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// normal should be reversed.
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@ -244,9 +246,7 @@ hazeColor.g = light_func(lightArg, 3.931e-06, 0.264, 3.827, 7.93e-06, 1.0);
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hazeColor.r = light_func(lightArg, 8.305e-06, 0.161, 3.827, 3.04e-05, 1.0);
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// now dim the light for haze
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eShade = 0.9 * smoothstep(terminator_width+ terminator, -terminator_width + terminator, yprime_alt) + 0.1;
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// Mie-like factor
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