diff --git a/Effects/cloud.eff b/Effects/cloud.eff
index 8171f1fcf..4cddee4de 100644
--- a/Effects/cloud.eff
+++ b/Effects/cloud.eff
@@ -25,7 +25,7 @@
greater
- 0.05
+ 0.01
smooth
diff --git a/Shaders/3dcloud.frag b/Shaders/3dcloud.frag
index a8d07665a..4222fbfc8 100644
--- a/Shaders/3dcloud.frag
+++ b/Shaders/3dcloud.frag
@@ -6,6 +6,6 @@ void main(void)
vec4 base = texture2D( baseTexture, gl_TexCoord[0].st);
vec4 finalColor = base * gl_Color;
gl_FragColor.rgb = mix(gl_Fog.color.rgb, finalColor.rgb, fogFactor );
- gl_FragColor.a = finalColor.a;
+ gl_FragColor.a = mix(0.0, finalColor.a, fogFactor);
}
diff --git a/Shaders/3dcloud.vert b/Shaders/3dcloud.vert
index ebf0de821..135658ddb 100644
--- a/Shaders/3dcloud.vert
+++ b/Shaders/3dcloud.vert
@@ -29,14 +29,15 @@ void main(void)
// Do the matrix multiplication by [ u r w pos]. Assume no
// scaling in the homogeneous component of pos.
gl_Position = vec4(0.0, 0.0, 0.0, 1.0);
- gl_Position.xyz = gl_Vertex.x * u * wScale;
- gl_Position.xyz += gl_Vertex.y * r * hScale;
- gl_Position.xyz += gl_Vertex.z * w;
+ gl_Position.xyz = gl_Vertex.x * u;
+ gl_Position.xyz += gl_Vertex.y * r * wScale;
+ gl_Position.xyz += gl_Vertex.z * w * hScale;
gl_Position.xyz += gl_Color.xyz;
// Determine a lighting normal based on the vertex position from the
// center of the cloud, so that sprite on the opposite side of the cloud to the sun are darker.
- float n = clamp(dot(normalize(gl_LightSource[0].position.xyz), normalize(mat3x3(gl_ModelViewMatrix) * gl_Position.xyz)), 0.0, 1.0);
+ float n = dot(normalize(-gl_LightSource[0].position.xyz),
+ normalize(mat3x3(gl_ModelViewMatrix) * (- gl_Position.xyz)));;
// Determine the position - used for fog and shading calculations
vec3 ecPosition = vec3(gl_ModelViewMatrix * gl_Position);
@@ -46,11 +47,10 @@ void main(void)
// Final position of the sprite
gl_Position = gl_ModelViewProjectionMatrix * gl_Position;
- // Limit the normal range from [0,1.0], and apply the shading (vertical factor)
- n = min(smoothstep(-0.8, 0.8, n), shade * (1.0 - fract) + fract);
-
- // This lighting normal is then used to mix between almost pure ambient (0) and diffuse (1.0) light
- vec4 backlight = 0.9 * gl_LightSource[0].ambient + 0.1 * gl_LightSource[0].diffuse;
+// Determine the shading of the sprite based on its vertical position and position relative to the sun.
+ n = min(smoothstep(-0.5, 0.0, n), fract);
+// Determine the shading based on a mixture from the backlight to the front
+ vec4 backlight = gl_LightSource[0].diffuse * shade;
gl_FrontColor = mix(backlight, gl_LightSource[0].diffuse, n);
gl_FrontColor += gl_FrontLightModelProduct.sceneColor;