SL-13629 Modify texcoord to reverse rainbow color order
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c73fbe3082
commit
9e58a7bdd6
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@ -73,7 +73,15 @@ uniform float ice_level;
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vec3 rainbow(float d)
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{
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d = clamp(d, -1.0, 0.0);
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// d is the dot product of view and sun directions, so ranging -1.0..1.0
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// 'interesting' values of d are the range -0.75..-0.825, when view is nearly opposite of sun vec
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// Rainbox texture mode is GL_REPEAT, so tc of -.75 is equiv to 0.25, -0.825 equiv to 0.175.
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// SL-13629 Rainbow texture has colors within the correct .175...250 range, but order is inverted.
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// Rather than replace the texture, we mirror and translate the y tc to keep the colors within the
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// interesting range, but in reversed order: i.e. d = (1 - d) - 1.575
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d = clamp(-0.575 - d, 0.0, 1.0);
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float rad = (droplet_radius - 5.0f) / 1024.0f;
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return pow(texture2D(rainbow_map, vec2(rad, d)).rgb, vec3(1.8)) * moisture_level;
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}
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@ -56,8 +56,17 @@ vec3 GetSkyLuminanceToPoint(vec3 camPos, vec3 pos, float shadow_length, vec3 dir
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vec3 ColorFromRadiance(vec3 radiance);
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vec3 rainbow(float d)
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{
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float rad = (droplet_radius - 5.0f) / 1024.0f;
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return pow(texture2D(rainbow_map, vec2(rad, d)).rgb, vec3(1.8)) * moisture_level;
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// d is the dot product of view and sun directions, so ranging -1.0..1.0
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// 'interesting' values of d are the range -0.75..-0.825, when view is nearly opposite of sun vec
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// Rainbox texture mode is GL_REPEAT, so tc of -.75 is equiv to 0.25, -0.825 equiv to 0.175.
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// SL-13629 Rainbow texture has colors within the correct .175...250 range, but order is inverted.
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// Rather than replace the texture, we mirror and translate the y tc to keep the colors within the
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// interesting range, but in reversed order: i.e. d = (1 - d) - 1.575
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d = clamp(-0.575 - d, 0.0, 1.0);
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float rad = (droplet_radius - 5.0f) / 1024.0f;
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return pow(texture2D(rainbow_map, vec2(rad, d)).rgb, vec3(1.8)) * moisture_level;
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}
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vec3 halo22(float d)
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