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