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Better lighting balance for ALS water shader in very low light /night

This commit is contained in:
Thorsten Renk 2014-03-10 10:43:55 +02:00
parent 3a87e5a514
commit 7cebb2963e
2 changed files with 3 additions and 3 deletions

View file

@ -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;

View file

@ -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;