1
0
Fork 0

Reactivate blue for forest.frag

This commit is contained in:
gral@who.net 2010-08-28 00:54:06 +02:00
parent 71a7c8cf72
commit 7bf4dc5795
4 changed files with 6 additions and 9 deletions

View file

@ -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>

View file

@ -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>

View file

@ -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>

View file

@ -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);