diff --git a/Effects/building.eff b/Effects/building.eff index 96a407319..8cafc2d05 100644 --- a/Effects/building.eff +++ b/Effects/building.eff @@ -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> diff --git a/Shaders/building-haze.vert b/Shaders/building-haze.vert index 95912ca2a..a110c5d42 100644 --- a/Shaders/building-haze.vert +++ b/Shaders/building-haze.vert @@ -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; }