Fix random buildings after latest procedural texture changes.
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2 changed files with 36 additions and 30 deletions
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@ -147,10 +147,10 @@
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</internal-format>
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</texture-unit>
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<program>
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<vertex-shader n="0">Shaders/include_fog.vert</vertex-shader>
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<vertex-shader n="1">Shaders/building-default.vert</vertex-shader>
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<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
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<fragment-shader n="1">Shaders/terrain-nocolor.frag</fragment-shader>
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<vertex-shader n="0">Shaders/include_fog.vert</vertex-shader>
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<vertex-shader n="1">Shaders/building-default.vert</vertex-shader>
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<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
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<fragment-shader n="1">Shaders/terrain-nocolor.frag</fragment-shader>
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</program>
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<uniform>
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<name>texture</name>
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@ -236,6 +236,16 @@
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<type>float</type>
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<value><use>eye_alt</use></value>
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</uniform>
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<uniform>
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<name>cloud_self_shading</name>
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<type>float</type>
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<value><use>cloud_self_shading</use></value>
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</uniform>
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<uniform>
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<name>moonlight</name>
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<type>float</type>
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<value><use>moonlight</use></value>
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</uniform>
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<uniform>
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<name>texture</name>
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<type>sampler-2d</type>
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@ -26,10 +26,7 @@ varying vec3 relPos;
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//varying float yprime;
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//varying float vertex_alt;
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varying float yprime_alt;
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varying float mie_angle;
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//varying float mie_angle;
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uniform int colorMode;
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uniform float hazeLayerAltitude;
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@ -48,6 +45,8 @@ const float terminator_width = 200000.0;
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float earthShade;
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float mie_angle;
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float light_func (in float x, in float a, in float b, in float c, in float d, in float e)
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{
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@ -66,12 +65,12 @@ void main()
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vec4 light_diffuse;
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vec4 light_ambient;
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//float yprime_alt;
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float yprime;
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float lightArg;
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float intensity;
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float vertex_alt;
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float scattering;
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vec3 shadedFogColor = vec3(0.65, 0.67, 0.78);
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// this code is copied from default.vert
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@ -161,27 +160,23 @@ if (terminator < 1000000.0) // the full, sunrise and sunset computation
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light_diffuse.b = light_func(lightArg, 1.330e-05, 0.264, 3.827, 1.08e-05, 1.0);
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light_diffuse.g = light_func(lightArg, 3.931e-06, 0.264, 3.827, 7.93e-06, 1.0);
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light_diffuse.r = light_func(lightArg, 8.305e-06, 0.161, 3.827, 3.04e-05, 1.0);
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light_diffuse.a = 0.0;
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light_diffuse.a = 1.0;
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light_diffuse = light_diffuse * scattering;
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light_ambient.b = light_func(lightArg, 0.000506, 0.131, -3.315, 0.000457, 0.5);
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light_ambient.g = light_func(lightArg, 2.264e-05, 0.134, 0.967, 3.66e-05, 0.4);
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light_ambient.r = light_func(lightArg, 0.236, 0.253, 1.073, 0.572, 0.33);
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light_ambient.a = 0.0;
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light_ambient.g = light_ambient.r * 0.4/0.33;
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light_ambient.b = light_ambient.r * 0.5/0.33;
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light_ambient.a = 1.0;
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// correct ambient light intensity and hue before sunrise
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if (earthShade < 0.5)
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{
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light_ambient = light_ambient * (0.7 + 0.3 * smoothstep(0.2, 0.5, earthShade));
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intensity = length(light_ambient.xyz);
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//light_ambient = light_ambient * (0.4 + 0.6 * smoothstep(0.2, 0.5, earthShade));
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intensity = length(light_ambient.rgb);
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light_ambient.rgb = intensity * normalize(mix(light_ambient.rgb, shadedFogColor, 1.0 -smoothstep(0.1, 0.8,earthShade) ));
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light_ambient.xyz = intensity * normalize(mix(light_ambient.xyz, vec3 (0.45, 0.6, 0.8), 1.0 -smoothstep(0.1, 0.8,earthShade) ));
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intensity = length(light_diffuse.xyz);
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light_diffuse.xyz = intensity * normalize(mix(light_diffuse.xyz, vec3 (0.45, 0.6, 0.8), 1.0 -smoothstep(0.1, 0.7,earthShade) ));
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intensity = length(light_diffuse.rgb);
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light_diffuse.rgb = intensity * normalize(mix(light_diffuse.rgb, shadedFogColor, 1.0 -smoothstep(0.1, 0.7,earthShade) ));
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}
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@ -213,8 +208,8 @@ else // the faster, full-day version without lightfields
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mie_angle = 1.0;
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if (terminator > 3000000.0)
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{light_diffuse = vec4 (1.0, 1.0, 1.0, 0.0);
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light_ambient = vec4 (0.33, 0.4, 0.5, 0.0); }
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{light_diffuse = vec4 (1.0, 1.0, 1.0, 1.0);
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light_ambient = vec4 (0.33, 0.4, 0.5, 1.0); }
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else
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{
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@ -222,12 +217,12 @@ else // the faster, full-day version without lightfields
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light_diffuse.b = 0.78 + lightArg * 0.21;
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light_diffuse.g = 0.907 + lightArg * 0.091;
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light_diffuse.r = 0.904 + lightArg * 0.092;
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light_diffuse.a = 0.0;
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light_diffuse.a = 1.0;
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light_ambient.b = 0.41 + lightArg * 0.08;
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light_ambient.g = 0.333 + lightArg * 0.06;
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light_ambient.r = 0.316 + lightArg * 0.016;
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light_ambient.a = 0.0;
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light_ambient.g = light_ambient.r * 0.4/0.33;
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light_ambient.b = light_ambient.r * 0.5/0.33;
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light_ambient.a = 1.0;
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}
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light_diffuse = light_diffuse * scattering;
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@ -248,7 +243,8 @@ else // the faster, full-day version without lightfields
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diffuse_term.a = 1.0;
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// Another hack for supporting two-sided lighting without using
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// gl_FrontFacing in the fragment shader.
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gl_FrontColor.rgb = constant_term.rgb; gl_FrontColor.a = 1.0;
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gl_BackColor.rgb = constant_term.rgb; gl_BackColor.a = 0.0;
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gl_FrontColor.rgb = constant_term.rgb;
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gl_BackColor.rgb = constant_term.rgb;
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gl_FrontColor.a = mie_angle; gl_BackColor.a = mie_angle;
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}
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