SL-10303, SL-10414
Fix positioning of sun/moon discs w.r.t atmo haze glow. Disable killing glow when sun is not up.master
parent
64ce16aa07
commit
431a26c118
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@ -132,7 +132,7 @@ void main()
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temp2.x = pow(temp2.x, glow.z);
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// glow.z should be negative, so we're doing a sort of (1 / "angle") function
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temp2.x *= sun_up_factor;
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//temp2.x *= sun_up_factor;
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// Add "minimum anti-solar illumination"
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temp2.x += .25;
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@ -37,10 +37,11 @@ void calcAtmospherics(vec3 eye_pos);
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void main()
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{
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//transform vertex
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vec4 vert = vec4(position.xyz, 1.0);
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vec3 offset = vec3(0, 0, 50);
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vec4 vert = vec4(position.xyz - offset, 1.0);
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vec4 pos = (modelview_matrix * vert);
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gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
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gl_Position = modelview_projection_matrix*vert;
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calcAtmospherics(pos.xyz);
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@ -36,13 +36,14 @@ VARYING vec2 vary_texcoord0;
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void main()
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{
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//transform vertex
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vec4 vert = vec4(position.xyz, 1.0);
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vec4 pos = (modelview_matrix * vert);
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//transform vertex
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vec3 offset = vec3(0, 0, 50);
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vec4 vert = vec4(position.xyz - offset, 1.0);
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vec4 pos = (modelview_matrix * vert);
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gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
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vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
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calcAtmospherics(pos.xyz);
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gl_Position = modelview_projection_matrix*vert;
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vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
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calcAtmospherics(pos.xyz);
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}
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@ -38,7 +38,8 @@ void calcAtmospherics(vec3 eye_pos);
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void main()
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{
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//transform vertex
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vec4 vert = vec4(position.xyz, 1.0);
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vec3 offset = vec3(0, 0, 50);
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vec4 vert = vec4(position.xyz - offset, 1.0);
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vec4 pos = modelview_projection_matrix*vert;
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sun_fade = smoothstep(0.3, 1.0, (position.z + 50) / 512.0f);
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@ -153,7 +153,7 @@ void main()
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// Add "minimum anti-solar illumination"
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temp2.x += .25;
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temp2.x *= sun_up_factor;
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//temp2.x *= sun_up_factor;
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// Haze color above cloud
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vec4 color = ( blue_horizon * blue_weight * (sunlight + ambient)
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@ -119,7 +119,7 @@ void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit,
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//add "minimum anti-solar illumination"
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temp2.x += .25;
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temp2.x *= sun_up_factor;
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//temp2.x *= sun_up_factor;
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//increase ambient when there are more clouds
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vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow * 0.5;
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@ -131,7 +131,7 @@ void main()
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temp2.x = pow(temp2.x, glow.z);
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// glow.z should be negative, so we're doing a sort of (1 / "angle") function
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temp2.x *= sun_up_factor;
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//temp2.x *= sun_up_factor;
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// Add "minimum anti-solar illumination"
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temp2.x += .25;
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@ -119,7 +119,7 @@ void main()
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temp2.x = pow(temp2.x, glow.z);
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// glow.z should be negative, so we're doing a sort of (1 / "angle") function
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temp2.x *= sun_up_factor;
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//temp2.x *= sun_up_factor;
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// Add "minimum anti-solar illumination"
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temp2.x += .25;
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