EXP-2592 FIX -- (OS X Lion) Graphics issues with Atmospheric Shaders enabled on Intel HD 3000, 10.7.2

* Fixed up shaders to add haze_density and blue_density together correctly as vec4's rather than
  relying on the shader compiler to add them together properly.
meow-7.2.2
Leslie Linden 2012-01-30 16:44:01 -08:00
parent 2d5643097a
commit 78d2ea40f3
7 changed files with 7 additions and 7 deletions

View File

@ -99,7 +99,7 @@ void main()
// Sunlight attenuation effect (hue and brightness) due to atmosphere
// this is used later for sunlight modulation at various altitudes
light_atten = (blue_density * 1.0 + haze_density * 0.25) * (density_multiplier * max_y);
light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y);
// Calculate relative weights
temp1 = blue_density + haze_density;

View File

@ -93,7 +93,7 @@ void main()
// Sunlight attenuation effect (hue and brightness) due to atmosphere
// this is used later for sunlight modulation at various altitudes
light_atten = (blue_density * 1.0 + haze_density * 0.25) * (density_multiplier * max_y);
light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y);
// Calculate relative weights
temp1 = blue_density + haze_density;

View File

@ -159,7 +159,7 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) {
//sunlight attenuation effect (hue and brightness) due to atmosphere
//this is used later for sunlight modulation at various altitudes
light_atten = (blue_density * 1.0 + vec4(haze_density) * 0.25) * (density_multiplier * max_y);
light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y);
//I had thought blue_density and haze_density should have equal weighting,
//but attenuation due to haze_density tends to seem too strong

View File

@ -161,7 +161,7 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) {
//sunlight attenuation effect (hue and brightness) due to atmosphere
//this is used later for sunlight modulation at various altitudes
light_atten = (blue_density * 1.0 + vec4(haze_density) * 0.25) * (density_multiplier * max_y);
light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y);
//I had thought blue_density and haze_density should have equal weighting,
//but attenuation due to haze_density tends to seem too strong

View File

@ -78,7 +78,7 @@ void calcAtmospherics(vec3 inPositionEye) {
//sunlight attenuation effect (hue and brightness) due to atmosphere
//this is used later for sunlight modulation at various altitudes
light_atten = (blue_density * 1.0 + vec4(haze_density) * 0.25) * (density_multiplier * max_y);
light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y);
//I had thought blue_density and haze_density should have equal weighting,
//but attenuation due to haze_density tends to seem too strong

View File

@ -98,7 +98,7 @@ void main()
// Sunlight attenuation effect (hue and brightness) due to atmosphere
// this is used later for sunlight modulation at various altitudes
light_atten = (blue_density * 1.0 + haze_density * 0.25) * (density_multiplier * max_y);
light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y);
// Calculate relative weights
temp1 = blue_density + haze_density;

View File

@ -90,7 +90,7 @@ void main()
// Sunlight attenuation effect (hue and brightness) due to atmosphere
// this is used later for sunlight modulation at various altitudes
light_atten = (blue_density * 1.0 + haze_density * 0.25) * (density_multiplier * max_y);
light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y);
// Calculate relative weights
temp1 = blue_density + haze_density;