Better lighting balance for ALS water shader in very low light /night
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2 changed files with 3 additions and 3 deletions
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@ -507,7 +507,7 @@ void main(void)
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specular_light = gl_Color.rgb;
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specular_light = gl_Color.rgb * earthShade;
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vec3 specular_color = vec3(specular_light)
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@ -525,7 +525,7 @@ void main(void)
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vec4 ambient_light;
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//intensity = length(specular_light.rgb);
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ambient_light.rgb = max(specular_light.rgb, vec3(0.1, 0.1, 0.1));
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ambient_light.rgb = max(specular_light.rgb, vec3(0.05, 0.05, 0.05));
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//ambient_light.rgb = max(intensity * normalize(vec3 (0.33, 0.4, 0.5)), vec3 (0.1,0.1,0.1));
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ambient_light.a = 1.0;
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@ -407,7 +407,7 @@ void main(void)
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vec4 ambient_light;
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//intensity = length(specular_light.rgb);
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ambient_light.rgb = max(specular_light.rgb, vec3(0.1, 0.1, 0.1));
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ambient_light.rgb = max(specular_light.rgb, vec3(0.05, 0.05, 0.05));
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//ambient_light.rgb = max(intensity * normalize(vec3 (0.33, 0.4, 0.5)), vec3 (0.1,0.1,0.1));
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ambient_light.a = 1.0;
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