fog color and cloud color are the same anyhow, remove one of them in the ambient color calculation
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846d756e55
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c2af121c00
1 changed files with 16 additions and 8 deletions
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@ -217,13 +217,18 @@ void FGLight::update_sky_color () {
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_sky_color[3] = base_sky_color[3];
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gamma_correct_rgb( _sky_color.data() );
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// set cloud and fog color
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_cloud_color[0] = _fog_color[0] = base_fog_color[0] * sky_brightness;
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_cloud_color[1] = _fog_color[1] = base_fog_color[1] * sky_brightness;
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_cloud_color[2] = _fog_color[2] = base_fog_color[2] * sky_brightness;
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_cloud_color[3] = _fog_color[3] = base_fog_color[3];
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// set fog and cloud color
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_fog_color[0] = base_fog_color[0] * sky_brightness;
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_fog_color[1] = base_fog_color[1] * sky_brightness;
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_fog_color[2] = base_fog_color[2] * sky_brightness;
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_fog_color[3] = base_fog_color[3];
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gamma_correct_rgb( _fog_color.data() );
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_cloud_color[0] = base_fog_color[0] * sky_brightness;
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_cloud_color[1] = base_fog_color[1] * sky_brightness;
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_cloud_color[2] = base_fog_color[2] * sky_brightness;
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_cloud_color[3] = base_fog_color[3];
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// adjust the cloud colors for sunrise/sunset effects (darken them)
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if (_sun_angle > 1.0) {
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float sun2 = sqrt(_sun_angle);
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@ -233,21 +238,24 @@ void FGLight::update_sky_color () {
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}
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gamma_correct_rgb( _cloud_color.data() );
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_scene_ambient[0] = _fog_color[0] * _cloud_color[0] * ambient;
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_scene_ambient[1] = _fog_color[1] * _cloud_color[1] * ambient;
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_scene_ambient[2] = _fog_color[2] * _cloud_color[2] * ambient;
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_scene_ambient[0] = _fog_color[0] * ambient;
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_scene_ambient[1] = _fog_color[1] * ambient;
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_scene_ambient[2] = _fog_color[2] * ambient;
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_scene_ambient[3] = 1.0;
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gamma_correct_rgb( _scene_ambient.data() );
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SGVec4f sun_color = thesky->get_sun_color();
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_scene_diffuse[0] = (sun_color[0]*0.4 + _fog_color[0]*0.6) * diffuse;
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_scene_diffuse[1] = (sun_color[1]*0.4 + _fog_color[1]*0.6) * diffuse;
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_scene_diffuse[2] = (sun_color[2]*0.4 + _fog_color[2]*0.6) * diffuse;
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_scene_diffuse[3] = 1.0;
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gamma_correct_rgb( _scene_diffuse.data() );
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_scene_specular[0] = sun_color[0] * specular;
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_scene_specular[1] = sun_color[1] * specular;
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_scene_specular[2] = sun_color[2] * specular;
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_scene_specular[3] = 1.0;
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gamma_correct_rgb( _scene_specular.data() );
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}
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