diff --git a/Shaders/space-ALS-base.frag b/Shaders/space-ALS-base.frag index c11df1f43..eb8ac1c19 100644 --- a/Shaders/space-ALS-base.frag +++ b/Shaders/space-ALS-base.frag @@ -65,7 +65,7 @@ vec3 rayleigh_out_shift(in vec3 color, in float outscatter); vec3 get_hazeColor(in float light_arg); vec3 searchlight(); vec3 landing_light(in float offset, in float offsetv); - +vec3 filter_combined (in vec3 color); float luminance(vec3 color) { @@ -353,7 +353,8 @@ fragColor.rgb = mix(hazeColor + secondary_light * fog_backscatter(mvisibility), } - +fragColor.rgb = filter_combined(fragColor.rgb); + gl_FragColor = fragColor; } diff --git a/Shaders/space-ALS-ultra.frag b/Shaders/space-ALS-ultra.frag index f36485833..d9d404428 100644 --- a/Shaders/space-ALS-ultra.frag +++ b/Shaders/space-ALS-ultra.frag @@ -124,7 +124,7 @@ vec3 addLights(in vec3 color1, in vec3 color2); vec4 color_temperature (in float T); vec3 filter_combined (in vec3 color) ; vec3 moonlight_perception (in vec3 light) ; - +vec3 filter_combined (in vec3 color) ; float light_func (in float x, in float a, in float b, in float c, in float d, in float e) { @@ -672,7 +672,7 @@ void main (void) fragColor.rgb = mix(hazeColor +secondary_light * fog_backscatter(mvisibility), fragColor.rgb,transmission); - + fragColor.rgb = filter_combined(fragColor.rgb); gl_FragColor = fragColor;