Merge branch 'master' of git://gitorious.org/fg/fgdata
This commit is contained in:
commit
9c3fd34f04
3 changed files with 8 additions and 5 deletions
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@ -1,6 +1,8 @@
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var set_runway_from_metar_wind = func {
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if (!getprop("/environment/params/real-world-weather-fetch"))
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if (!getprop("/environment/realwx/enabled"))
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return printlog("info", "metar-rwy: no live weather");
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if (!getprop("/environment/metar/valid"))
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return printlog("info", "metar-rwy: no valid metar");
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if (!getprop("/sim/startup/options/airport"))
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return printlog("info", "metar-rwy: no airport requested");
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if (getprop("/sim/startup/options/runway"))
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@ -1,6 +1,6 @@
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// -*- mode: C; -*-
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// Licence: GPL v2
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// Author: Frederic Bouvier.
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// Author: Frederic Bouvier.
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// Adapted from the paper by F. Policarpo et al. : Real-time Relief Mapping on Arbitrary Polygonal Surfaces
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#version 120
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@ -34,7 +34,7 @@ float ray_intersect(sampler2D reliefMap, vec2 dp, vec2 ds)
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for(int i = 0; i < linear_search_steps - 1; ++i)
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{
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depth += size;
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float t = texture2D(reliefMap, dp + ds * depth).a;
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float t = step(0.95, texture2D(reliefMap, dp + ds * depth).a);
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if(best_depth > 0.996)
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if(depth >= t)
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best_depth = depth;
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@ -46,7 +46,7 @@ float ray_intersect(sampler2D reliefMap, vec2 dp, vec2 ds)
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for(int i = 0; i < binary_search_steps; ++i)
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{
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size *= 0.5;
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float t = texture2D(reliefMap, dp + ds * depth).a;
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float t = step(0.95, texture2D(reliefMap, dp + ds * depth).a);
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if(depth >= t)
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{
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best_depth = depth;
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@ -129,7 +129,7 @@ void main (void)
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finalColor = mix(finalColor, clamp(n+nvL[2]*4.1+vec4(0.1, 0.1, nvL[2]*2.2, 1.0), 0.7, 1.0),
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step(0.8,Nz)*(1.0-emis)*smoothstep(snowlevel+300.0, snowlevel+360.0, (rawpos.z)+nvL[1]*3000.0));
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finalColor *= ambient_light;
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if (gl_Fog.density == 1.0)
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fogFactor=1.0;
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@ -148,6 +148,7 @@ Started September 2000 by David Megginson, david@megginson.com
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</headshake>
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<crop-shader userarchive="y">0</crop-shader>
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<landmass-shader userarchive="y">0</landmass-shader>
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<transition-shader userarchive="y">0</transition-shader>
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<water-shader userarchive="y">0</water-shader>
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<urban-shader userarchive="y">0</urban-shader>
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<contrail-shader userarchive="y">0</contrail-shader>
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