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Atmospheric Light Scattering shader bugfixes

This commit is contained in:
Thorsten Renk 2012-12-14 14:31:08 +02:00
parent 2acdb6dd23
commit 4d10e77226
2 changed files with 6 additions and 19 deletions

View file

@ -20,7 +20,7 @@ uniform sampler2D mix_texture;
//varying float yprime_alt;
//varying float mie_angle;
varying float steepness;
uniform float visibility;
uniform float avisibility;
@ -37,10 +37,6 @@ uniform float wetness;
uniform float fogstructure;
uniform float snow_thickness_factor;
uniform float cloud_self_shading;
uniform float ylimit;
uniform float zlimit1;
uniform float zlimit2;
uniform float xslope;
uniform int quality_level;
uniform int tquality_level;
@ -144,18 +140,9 @@ else
void main()
{
// drop fragments behind the mask of the instrument panel as passed by properties
int xoffset = int(xslope * (ylimit - gl_FragCoord.y));
if ((gl_FragCoord.y < ylimit) && (gl_FragCoord.x > zlimit1 - xoffset) && (gl_FragCoord.x < zlimit2 + xoffset))
{discard;}
yprime_alt = diffuse_term.a;
diffuse_term.a = 1.0;
//diffuse_term.a = 1.0;
mie_angle = gl_Color.a;
float effective_scattering = min(scattering, cloud_self_shading);
@ -386,7 +373,7 @@ if ((dist < 5000.0)&& (quality_level > 3) && (wetness>0.0))
* light_specular.rgb
* pow(NdotHV, gl_FrontMaterial.shininess + (20.0 * water_factor)));
}
color.a = diffuse_term.a;
color.a = 1.0;//diffuse_term.a;
// This shouldn't be necessary, but our lighting becomes very
// saturated. Clamping the color before modulating by the texture
// is closer to what the OpenGL fixed function pipeline does.

View file

@ -19,7 +19,7 @@ uniform sampler2D mix_texture;
//varying float yprime_alt;
//varying float mie_angle;
varying float steepness;
uniform float visibility;
uniform float avisibility;
@ -141,7 +141,7 @@ void main()
yprime_alt = diffuse_term.a;
diffuse_term.a = 1.0;
//diffuse_term.a = 1.0;
mie_angle = gl_Color.a;
float effective_scattering = min(scattering, cloud_self_shading);
@ -366,7 +366,7 @@ if ((dist < 5000.0)&& (quality_level > 3) && (wetness>0.0))
* light_specular.rgb
* pow(NdotHV, gl_FrontMaterial.shininess + (20.0 * water_factor)));
}
color.a = diffuse_term.a;
color.a = 1.0;//diffuse_term.a;
// This shouldn't be necessary, but our lighting becomes very
// saturated. Clamping the color before modulating by the texture
// is closer to what the OpenGL fixed function pipeline does.