diff --git a/Effects/building.eff b/Effects/building.eff
index 9a7b8bde5..84e0383cf 100644
--- a/Effects/building.eff
+++ b/Effects/building.eff
@@ -147,10 +147,10 @@
- Shaders/include_fog.vert
- Shaders/building-default.vert
- Shaders/include_fog.frag
- Shaders/terrain-nocolor.frag
+ Shaders/include_fog.vert
+ Shaders/building-default.vert
+ Shaders/include_fog.frag
+ Shaders/terrain-nocolor.frag
texture
@@ -236,6 +236,16 @@
float
+
+ cloud_self_shading
+ float
+
+
+
+ moonlight
+ float
+
+
texture
sampler-2d
diff --git a/Shaders/building-haze.vert b/Shaders/building-haze.vert
index 2ce4c669e..95912ca2a 100644
--- a/Shaders/building-haze.vert
+++ b/Shaders/building-haze.vert
@@ -26,10 +26,7 @@ varying vec3 relPos;
//varying float yprime;
//varying float vertex_alt;
varying float yprime_alt;
-varying float mie_angle;
-
-
-
+//varying float mie_angle;
uniform int colorMode;
uniform float hazeLayerAltitude;
@@ -48,6 +45,8 @@ const float terminator_width = 200000.0;
float earthShade;
+float mie_angle;
+
float light_func (in float x, in float a, in float b, in float c, in float d, in float e)
{
@@ -66,12 +65,12 @@ void main()
vec4 light_diffuse;
vec4 light_ambient;
- //float yprime_alt;
float yprime;
float lightArg;
float intensity;
float vertex_alt;
float scattering;
+ vec3 shadedFogColor = vec3(0.65, 0.67, 0.78);
// this code is copied from default.vert
@@ -161,27 +160,23 @@ if (terminator < 1000000.0) // the full, sunrise and sunset computation
light_diffuse.b = light_func(lightArg, 1.330e-05, 0.264, 3.827, 1.08e-05, 1.0);
light_diffuse.g = light_func(lightArg, 3.931e-06, 0.264, 3.827, 7.93e-06, 1.0);
light_diffuse.r = light_func(lightArg, 8.305e-06, 0.161, 3.827, 3.04e-05, 1.0);
- light_diffuse.a = 0.0;
+ light_diffuse.a = 1.0;
light_diffuse = light_diffuse * scattering;
- light_ambient.b = light_func(lightArg, 0.000506, 0.131, -3.315, 0.000457, 0.5);
- light_ambient.g = light_func(lightArg, 2.264e-05, 0.134, 0.967, 3.66e-05, 0.4);
light_ambient.r = light_func(lightArg, 0.236, 0.253, 1.073, 0.572, 0.33);
- light_ambient.a = 0.0;
-
-
-
+ light_ambient.g = light_ambient.r * 0.4/0.33;
+ light_ambient.b = light_ambient.r * 0.5/0.33;
+ light_ambient.a = 1.0;
// correct ambient light intensity and hue before sunrise
if (earthShade < 0.5)
{
- light_ambient = light_ambient * (0.7 + 0.3 * smoothstep(0.2, 0.5, earthShade));
- intensity = length(light_ambient.xyz);
+ //light_ambient = light_ambient * (0.4 + 0.6 * smoothstep(0.2, 0.5, earthShade));
+ intensity = length(light_ambient.rgb);
+ light_ambient.rgb = intensity * normalize(mix(light_ambient.rgb, shadedFogColor, 1.0 -smoothstep(0.1, 0.8,earthShade) ));
- light_ambient.xyz = intensity * normalize(mix(light_ambient.xyz, vec3 (0.45, 0.6, 0.8), 1.0 -smoothstep(0.1, 0.8,earthShade) ));
-
- intensity = length(light_diffuse.xyz);
- light_diffuse.xyz = intensity * normalize(mix(light_diffuse.xyz, vec3 (0.45, 0.6, 0.8), 1.0 -smoothstep(0.1, 0.7,earthShade) ));
+ intensity = length(light_diffuse.rgb);
+ light_diffuse.rgb = intensity * normalize(mix(light_diffuse.rgb, shadedFogColor, 1.0 -smoothstep(0.1, 0.7,earthShade) ));
}
@@ -213,8 +208,8 @@ else // the faster, full-day version without lightfields
mie_angle = 1.0;
if (terminator > 3000000.0)
- {light_diffuse = vec4 (1.0, 1.0, 1.0, 0.0);
- light_ambient = vec4 (0.33, 0.4, 0.5, 0.0); }
+ {light_diffuse = vec4 (1.0, 1.0, 1.0, 1.0);
+ light_ambient = vec4 (0.33, 0.4, 0.5, 1.0); }
else
{
@@ -222,12 +217,12 @@ else // the faster, full-day version without lightfields
light_diffuse.b = 0.78 + lightArg * 0.21;
light_diffuse.g = 0.907 + lightArg * 0.091;
light_diffuse.r = 0.904 + lightArg * 0.092;
- light_diffuse.a = 0.0;
+ light_diffuse.a = 1.0;
- light_ambient.b = 0.41 + lightArg * 0.08;
- light_ambient.g = 0.333 + lightArg * 0.06;
light_ambient.r = 0.316 + lightArg * 0.016;
- light_ambient.a = 0.0;
+ light_ambient.g = light_ambient.r * 0.4/0.33;
+ light_ambient.b = light_ambient.r * 0.5/0.33;
+ light_ambient.a = 1.0;
}
light_diffuse = light_diffuse * scattering;
@@ -248,7 +243,8 @@ else // the faster, full-day version without lightfields
diffuse_term.a = 1.0;
// Another hack for supporting two-sided lighting without using
// gl_FrontFacing in the fragment shader.
- gl_FrontColor.rgb = constant_term.rgb; gl_FrontColor.a = 1.0;
- gl_BackColor.rgb = constant_term.rgb; gl_BackColor.a = 0.0;
+ gl_FrontColor.rgb = constant_term.rgb;
+ gl_BackColor.rgb = constant_term.rgb;
+ gl_FrontColor.a = mie_angle; gl_BackColor.a = mie_angle;
}