ALS: Fix rainbow fringing order in Cirrus clouds
This commit is contained in:
parent
b7f55350b5
commit
d8c0387744
1 changed files with 2 additions and 2 deletions
|
@ -27,8 +27,8 @@ void main(void)
|
||||||
float halo_ring_enhancement = smoothstep (0.88, 0.927, mie_frag) * (1.0 - smoothstep(0.927, 0.94, mie_frag)) * eShade * 1.5 * ring_factor;
|
float halo_ring_enhancement = smoothstep (0.88, 0.927, mie_frag) * (1.0 - smoothstep(0.927, 0.94, mie_frag)) * eShade * 1.5 * ring_factor;
|
||||||
|
|
||||||
|
|
||||||
float halo_ring_enhancement_r = smoothstep (0.88, 0.90, mie_frag) * (1.0 - smoothstep(0.90, 0.92, mie_frag)) * eShade * ring_factor;
|
float halo_ring_enhancement_b = smoothstep (0.88, 0.90, mie_frag) * (1.0 - smoothstep(0.90, 0.92, mie_frag)) * eShade * ring_factor;
|
||||||
float halo_ring_enhancement_b = smoothstep (0.91, 0.93, mie_frag) * (1.0 - smoothstep(0.93, 0.955, mie_frag)) * eShade * ring_factor;
|
float halo_ring_enhancement_r = smoothstep (0.91, 0.93, mie_frag) * (1.0 - smoothstep(0.93, 0.955, mie_frag)) * eShade * ring_factor;
|
||||||
|
|
||||||
|
|
||||||
vec4 finalColor = base * gl_Color;
|
vec4 finalColor = base * gl_Color;
|
||||||
|
|
Loading…
Reference in a new issue