From 7cebb2963e0337765c863b2c094508d1eb8b0a10 Mon Sep 17 00:00:00 2001 From: Thorsten Renk Date: Mon, 10 Mar 2014 10:43:55 +0200 Subject: [PATCH] Better lighting balance for ALS water shader in very low light /night --- Shaders/water_lightfield.frag | 4 ++-- Shaders/water_lightfield_lr.frag | 2 +- 2 files changed, 3 insertions(+), 3 deletions(-) diff --git a/Shaders/water_lightfield.frag b/Shaders/water_lightfield.frag index ff8dd59c6..b53b79f7c 100644 --- a/Shaders/water_lightfield.frag +++ b/Shaders/water_lightfield.frag @@ -507,7 +507,7 @@ void main(void) - specular_light = gl_Color.rgb; + specular_light = gl_Color.rgb * earthShade; vec3 specular_color = vec3(specular_light) @@ -525,7 +525,7 @@ void main(void) vec4 ambient_light; //intensity = length(specular_light.rgb); - ambient_light.rgb = max(specular_light.rgb, vec3(0.1, 0.1, 0.1)); + ambient_light.rgb = max(specular_light.rgb, vec3(0.05, 0.05, 0.05)); //ambient_light.rgb = max(intensity * normalize(vec3 (0.33, 0.4, 0.5)), vec3 (0.1,0.1,0.1)); ambient_light.a = 1.0; diff --git a/Shaders/water_lightfield_lr.frag b/Shaders/water_lightfield_lr.frag index 6336756e6..48b0e4138 100644 --- a/Shaders/water_lightfield_lr.frag +++ b/Shaders/water_lightfield_lr.frag @@ -407,7 +407,7 @@ void main(void) vec4 ambient_light; //intensity = length(specular_light.rgb); - ambient_light.rgb = max(specular_light.rgb, vec3(0.1, 0.1, 0.1)); + ambient_light.rgb = max(specular_light.rgb, vec3(0.05, 0.05, 0.05)); //ambient_light.rgb = max(intensity * normalize(vec3 (0.33, 0.4, 0.5)), vec3 (0.1,0.1,0.1)); ambient_light.a = 1.0;