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
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@ -99,7 +99,7 @@ void main()
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// Sunlight attenuation effect (hue and brightness) due to atmosphere
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// this is used later for sunlight modulation at various altitudes
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light_atten = (blue_density * 1.0 + haze_density * 0.25) * (density_multiplier * max_y);
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light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y);
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// Calculate relative weights
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temp1 = blue_density + haze_density;
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@ -93,7 +93,7 @@ void main()
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// Sunlight attenuation effect (hue and brightness) due to atmosphere
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// this is used later for sunlight modulation at various altitudes
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light_atten = (blue_density * 1.0 + haze_density * 0.25) * (density_multiplier * max_y);
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light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y);
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// Calculate relative weights
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temp1 = blue_density + haze_density;
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@ -159,7 +159,7 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) {
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//sunlight attenuation effect (hue and brightness) due to atmosphere
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//this is used later for sunlight modulation at various altitudes
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light_atten = (blue_density * 1.0 + vec4(haze_density) * 0.25) * (density_multiplier * max_y);
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light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y);
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//I had thought blue_density and haze_density should have equal weighting,
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//but attenuation due to haze_density tends to seem too strong
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@ -161,7 +161,7 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) {
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//sunlight attenuation effect (hue and brightness) due to atmosphere
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//this is used later for sunlight modulation at various altitudes
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light_atten = (blue_density * 1.0 + vec4(haze_density) * 0.25) * (density_multiplier * max_y);
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light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y);
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//I had thought blue_density and haze_density should have equal weighting,
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//but attenuation due to haze_density tends to seem too strong
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@ -78,7 +78,7 @@ void calcAtmospherics(vec3 inPositionEye) {
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//sunlight attenuation effect (hue and brightness) due to atmosphere
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//this is used later for sunlight modulation at various altitudes
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light_atten = (blue_density * 1.0 + vec4(haze_density) * 0.25) * (density_multiplier * max_y);
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light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y);
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//I had thought blue_density and haze_density should have equal weighting,
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//but attenuation due to haze_density tends to seem too strong
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@ -98,7 +98,7 @@ void main()
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// Sunlight attenuation effect (hue and brightness) due to atmosphere
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// this is used later for sunlight modulation at various altitudes
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light_atten = (blue_density * 1.0 + haze_density * 0.25) * (density_multiplier * max_y);
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light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y);
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// Calculate relative weights
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temp1 = blue_density + haze_density;
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@ -90,7 +90,7 @@ void main()
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// Sunlight attenuation effect (hue and brightness) due to atmosphere
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// this is used later for sunlight modulation at various altitudes
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light_atten = (blue_density * 1.0 + haze_density * 0.25) * (density_multiplier * max_y);
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light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y);
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// Calculate relative weights
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temp1 = blue_density + haze_density;
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