The main problem was using gl_FrontMaterial.ambient with a color mode
of AMBIENT_AND_DIFFUSE i.e., the fixed function path would take both the
ambient colors from the vertex color value. Also, some vertex shaders
were not writing gl_FrontColor even though the fragment shader was
accessing gl_Color.
Author: Tim Moore <timoore@redhat.com>
Draw trees in two passes, opaque and transparent. This allows us to
have some transparency, which is better looking, and dispense with
sorting.
Author: Tim Moore <timoore@redhat.com>
These two patches allow use of external shaders as the tree and 3d cloud
shaders. The shaders are Shaders/3dcloud.{frag|vert} and
Shaders/tree.{frag|vert}. If the shader files are not found, the
original shaders included in the source are used.
This makes testing modifications to the shaders easier and faster. End
users should see no difference when using this.
Incorporated changes to effects file syntax. Changed Till's landmass
to mix in the base terrain texture. Some shader cleanup.
Also, add a GUI control for enabling shaders.