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Bugfixes for random building in Atmosperhic Light Scattering

This commit is contained in:
Thorsten Renk 2013-01-30 10:04:27 +02:00
parent b339ff1358
commit db546a6fd6
2 changed files with 9 additions and 7 deletions

View file

@ -147,10 +147,12 @@
</internal-format>
</texture-unit>
<program>
<vertex-shader n="0">Shaders/include_fog.vert</vertex-shader>
<vertex-shader n="1">Shaders/building-default.vert</vertex-shader>
<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
<fragment-shader n="1">Shaders/terrain-nocolor.frag</fragment-shader>
<!--<vertex-shader n="0">Shaders/include_fog.vert</vertex-shader>-->
<!--<vertex-shader n="1">Shaders/building-default.vert</vertex-shader>-->
<vertex-shader>Shaders/building-default.vert</vertex-shader>
<fragment-shader>Shaders/trivial.frag</fragment-shader>
<!--<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
<fragment-shader n="1">Shaders/terrain-nocolor.frag</fragment-shader>-->
</program>
<uniform>
<name>texture</name>

View file

@ -26,7 +26,7 @@ varying vec3 relPos;
//varying float yprime;
//varying float vertex_alt;
varying float yprime_alt;
//varying float mie_angle;
varying float mie_angle;
uniform int colorMode;
uniform float hazeLayerAltitude;
@ -45,7 +45,7 @@ const float terminator_width = 200000.0;
float earthShade;
float mie_angle;
//float mie_angle;
float light_func (in float x, in float a, in float b, in float c, in float d, in float e)
@ -245,6 +245,6 @@ else // the faster, full-day version without lightfields
// gl_FrontFacing in the fragment shader.
gl_FrontColor.rgb = constant_term.rgb;
gl_BackColor.rgb = constant_term.rgb;
gl_FrontColor.a = mie_angle; gl_BackColor.a = mie_angle;
//gl_FrontColor.a = mie_angle; gl_BackColor.a = mie_angle;
}