Bugfixes for random building in Atmosperhic Light Scattering
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2 changed files with 9 additions and 7 deletions
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@ -147,10 +147,12 @@
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</internal-format>
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</texture-unit>
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<program>
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<vertex-shader n="0">Shaders/include_fog.vert</vertex-shader>
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<vertex-shader n="1">Shaders/building-default.vert</vertex-shader>
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<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
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<fragment-shader n="1">Shaders/terrain-nocolor.frag</fragment-shader>
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<!--<vertex-shader n="0">Shaders/include_fog.vert</vertex-shader>-->
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<!--<vertex-shader n="1">Shaders/building-default.vert</vertex-shader>-->
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<vertex-shader>Shaders/building-default.vert</vertex-shader>
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<fragment-shader>Shaders/trivial.frag</fragment-shader>
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<!--<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
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<fragment-shader n="1">Shaders/terrain-nocolor.frag</fragment-shader>-->
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</program>
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<uniform>
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<name>texture</name>
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@ -26,7 +26,7 @@ varying vec3 relPos;
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//varying float yprime;
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//varying float vertex_alt;
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varying float yprime_alt;
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//varying float mie_angle;
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varying float mie_angle;
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uniform int colorMode;
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uniform float hazeLayerAltitude;
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@ -45,7 +45,7 @@ const float terminator_width = 200000.0;
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float earthShade;
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float mie_angle;
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//float mie_angle;
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float light_func (in float x, in float a, in float b, in float c, in float d, in float e)
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@ -245,6 +245,6 @@ else // the faster, full-day version without lightfields
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// gl_FrontFacing in the fragment shader.
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gl_FrontColor.rgb = constant_term.rgb;
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gl_BackColor.rgb = constant_term.rgb;
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gl_FrontColor.a = mie_angle; gl_BackColor.a = mie_angle;
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//gl_FrontColor.a = mie_angle; gl_BackColor.a = mie_angle;
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}
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