Reactivate blue for forest.frag
This commit is contained in:
parent
71a7c8cf72
commit
7bf4dc5795
4 changed files with 6 additions and 9 deletions
|
@ -38,7 +38,7 @@
|
|||
<!-- sets the season color -->
|
||||
<season-red type="float">0.12</season-red>
|
||||
<season-green type="float">0.86</season-green>
|
||||
<season-blue type="float">0.0</season-blue>
|
||||
<season-blue type="float">0.22</season-blue>
|
||||
<!-- end season color -->
|
||||
|
||||
</parameters>
|
||||
|
|
|
@ -38,7 +38,7 @@
|
|||
<!-- sets the season color -->
|
||||
<season-red type="float">0.12</season-red>
|
||||
<season-green type="float">0.86</season-green>
|
||||
<season-blue type="float">0.0</season-blue>
|
||||
<season-blue type="float">0.22</season-blue>
|
||||
<!-- end season color -->
|
||||
|
||||
</parameters>
|
||||
|
|
|
@ -37,7 +37,7 @@
|
|||
<!-- sets the season color -->
|
||||
<season-red type="float">0.12</season-red>
|
||||
<season-green type="float">0.86</season-green>
|
||||
<season-blue type="float">0.0</season-blue>
|
||||
<season-blue type="float">0.22</season-blue>
|
||||
<!-- end season color -->
|
||||
|
||||
<quality-level><use>/sim/rendering/quality-level</use></quality-level>
|
||||
|
|
|
@ -129,9 +129,9 @@ void main (void)
|
|||
//draw floor where !steep, and another blurb for smoothing transitions
|
||||
vec4 c3, c4, c5, c3a, c4a, c5a;
|
||||
float subred = 1.0 - red; float subgreen = 1.0 - green; float subblue = 1.0 - blue;
|
||||
c3 = mix(vec4(n-subred, n-subgreen, -n, alpha), c1, smoothstep(0.990, 0.970, abs(normalize(Normal).z)+nvL[2]*1.3));
|
||||
c4 = mix(vec4(n-subred, n-subgreen-0.6, -n, alpha), c1, smoothstep(0.990, 0.890, abs(normalize(Normal).z)+nvL[2]*0.9));
|
||||
c4a = mix(vec4(n-subred+0.12, n-subgreen-0.52, -n, 0.0), c1, smoothstep(0.990, 0.970, abs(normalize(Normal).z)+nvL[2]*1.32));
|
||||
c3 = mix(vec4(n-subred, n-subgreen, -n-subblue, 0.0), c1, smoothstep(0.990, 0.970, abs(normalize(Normal).z)+nvL[2]*1.3));
|
||||
c4 = mix(vec4(n-subred, n-subgreen-0.6, -n-subblue, 0.0), c1, smoothstep(0.990, 0.890, abs(normalize(Normal).z)+nvL[2]*0.9));
|
||||
c4a = mix(vec4(n-subred+0.12, n-subgreen-0.52, -n-subblue, 0.3), c1, smoothstep(0.990, 0.970, abs(normalize(Normal).z)+nvL[2]*1.32));
|
||||
c5 = mix(c3, c4, 1.0);
|
||||
c5a = mix(c3, c4a, 1.0);
|
||||
|
||||
|
@ -175,9 +175,6 @@ void main (void)
|
|||
c1 = mix(c1, c5, clamp(0.65, n*0.5, 0.6));
|
||||
diffuse = gl_Color.rgb * max(0.8, dot(N, l)) * max(0.9, dot(VNormal, gl_LightSource[0].position.xyz));
|
||||
}
|
||||
|
||||
|
||||
//vec4 constantColor = vec4(1.0, 1.0, 1.0, 0.0);
|
||||
|
||||
vec4 ambient_light = gl_LightSource[0].diffuse * vec4(diffuse, 0.0);
|
||||
|
||||
|
|
Loading…
Reference in a new issue