commit
e0557054c2
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@ -174,7 +174,7 @@ void main()
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if (norm.w < 0.5)
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{
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vec3 add = additive * spec.a;
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vec3 add = additive;
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col = mix(atmosFragLighting(col, add, atten), fullbrightFragAtmosTransport(col, atten, add), diffuse.a);
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col = mix(scaleFragSoftClip(col), fullbrightScaleSoftClipFrag(col, atten), diffuse.a);
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}
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@ -186,7 +186,7 @@ void main()
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if (norm.w < 0.5)
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{
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vec3 add = additive * spec.a;
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vec3 add = additive;
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col = mix(atmosFragLighting(col, add, atten), fullbrightFragAtmosTransport(col, atten, add), diffuse.a);
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col = mix(scaleFragSoftClip(col), fullbrightScaleSoftClipFrag(col, atten), diffuse.a);
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}
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@ -149,6 +149,7 @@ void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit,
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//brightness of surface both sunlight and ambient
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sunlit = vec3(sunlight * .5);
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amblit = vec3(tmpAmbient * .25);
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additive *= vec3(1.0 - temp1);
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additive = normalize(additive);
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additive *= vec3(1.0 - exp(-temp2.z * distance_multiplier)) * 0.5;
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}
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@ -124,16 +124,22 @@ void calcAtmospherics(vec3 inPositionEye) {
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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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//haze color
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setAdditiveColor(
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vec3 additive =
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vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow) + tmpAmbient)
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+ (haze_horizon * haze_weight) * (sunlight*(1.-cloud_shadow) * temp2.x
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+ tmpAmbient)));
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+ tmpAmbient));
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additive = normalize(additive);
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//haze color
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//setAdditiveColor(
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// vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow) + tmpAmbient)
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// + (haze_horizon * haze_weight) * (sunlight*(1.-cloud_shadow) * temp2.x
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// + tmpAmbient)));
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//brightness of surface both sunlight and ambient
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setSunlitColor(vec3(sunlight * .5));
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setAmblitColor(vec3(tmpAmbient * .25));
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setAdditiveColor(getAdditiveColor() * vec3(1.0 - temp1));
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setAdditiveColor(additive * vec3(1.0 - exp(-temp2.z * distance_multiplier)) * 0.5);
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// vary_SunlitColor = vec3(0);
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// vary_AmblitColor = vec3(0);
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@ -73,9 +73,6 @@ void setAmblitColor(vec3 v)
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void setAdditiveColor(vec3 v)
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{
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// SL-1491 clamp additive term to something reasonable to prevent
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// lens flares over non-reflective surfaces
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v = clamp(v, vec3(0), vec3(0.8));
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additive_color = v;
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vary_AdditiveColor = v;
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}
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