Modify altitude blend factor in cloud shaders to fade more aggressively and fix cloud rendering artifacts when at altitude.
meow-7.2.2
Graham Linden 2019-08-13 08:14:14 -07:00
parent 6fbb35b712
commit 4e4011cddc
2 changed files with 2 additions and 2 deletions

View File

@ -78,7 +78,7 @@ void main()
// Get relative position
vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0);
altitude_blend_factor = (P.y > -4096.0) ? 1.0 : 1.0 - clamp(abs(P.y) / max_y, 0.0, 1.0);
altitude_blend_factor = clamp((P.y + 512.0) / max_y, 0.0, 1.0);
// Set altitude
if (P.y > 0.)

View File

@ -78,7 +78,7 @@ void main()
vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0);
// fade clouds beyond a certain point so the bottom of the sky dome doesn't look silly at high altitude
altitude_blend_factor = (P.y > -4096.0) ? 1.0 : 1.0 - clamp(abs(P.y) / max_y, 0.0, 1.0);
altitude_blend_factor = clamp((P.y + 512.0) / max_y, 0.0, 1.0);
// Set altitude
if (P.y > 0.)