diff --git a/Effects/forest.eff b/Effects/forest.eff index 78bc67924..e189b587a 100644 --- a/Effects/forest.eff +++ b/Effects/forest.eff @@ -38,7 +38,7 @@ 0.12 0.86 - 0.0 + 0.22 diff --git a/Effects/glacier.eff b/Effects/glacier.eff index c6e58025a..da9a06146 100644 --- a/Effects/glacier.eff +++ b/Effects/glacier.eff @@ -38,7 +38,7 @@ 0.12 0.86 - 0.0 + 0.22 diff --git a/Effects/herbtundra.eff b/Effects/herbtundra.eff index db4129177..5f97c2112 100644 --- a/Effects/herbtundra.eff +++ b/Effects/herbtundra.eff @@ -37,7 +37,7 @@ 0.12 0.86 - 0.0 + 0.22 /sim/rendering/quality-level diff --git a/Shaders/forest.frag b/Shaders/forest.frag index de5a60a3d..4641a8000 100644 --- a/Shaders/forest.frag +++ b/Shaders/forest.frag @@ -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);