DRTVWR-4976 Misc shader cleanup.

Removed some potential div-by-0 NaNs and a mangled clamp.
meow-7.2.2
Dave Houlton 2020-09-16 17:11:01 -06:00
parent c0bbac0676
commit e8f4017b91
5 changed files with 10 additions and 10 deletions

View File

@ -99,11 +99,11 @@ void main()
altitude_blend_factor = clamp((rel_pos.y + 512.0) / max_y, 0.0, 1.0);
// Set altitude
if (rel_pos.y > 0.)
if (rel_pos.y > 0)
{
rel_pos *= (max_y / rel_pos.y);
}
else
if (rel_pos.y < 0)
{
altitude_blend_factor = 0; // SL-11589 Fix clouds drooping below horizon
rel_pos *= (-32000. / rel_pos.y);

View File

@ -71,12 +71,12 @@ void main()
// Get relative position
vec3 rel_pos = position.xyz - camPosLocal.xyz + vec3(0, 50, 0);
// Set altitude
if (rel_pos.y > 0.)
// Adj position vector to clamp altitude
if (rel_pos.y > 0)
{
rel_pos *= (max_y / rel_pos.y);
}
else
if (rel_pos.y < 0)
{
rel_pos *= (-32000. / rel_pos.y);
}

View File

@ -49,7 +49,7 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou
vec3 rel_pos = inPositionEye;
//(TERRAIN) limit altitude
rel_pos.y = clamp(rel_pos.y, -max_y, max_y);
if (abs(rel_pos.y) > max_y) rel_pos *= (max_y / rel_pos.y);
vec3 rel_pos_norm = normalize(rel_pos);
float rel_pos_len = length(rel_pos);

View File

@ -99,12 +99,12 @@ void main()
// fade clouds beyond a certain point so the bottom of the sky dome doesn't look silly at high altitude
altitude_blend_factor = clamp((rel_pos.y + 512.0) / max_y, 0.0, 1.0);
// Set altitude
// Adj position vector to clamp altitude
if (rel_pos.y > 0.)
{
rel_pos *= (max_y / rel_pos.y);
}
else
if (rel_pos.y < 0.)
{
rel_pos *= (-32000. / rel_pos.y);
}

View File

@ -67,12 +67,12 @@ void main()
// Get relative position
vec3 rel_pos = position.xyz - camPosLocal.xyz + vec3(0, 50, 0);
// Set altitude
// Adj position vector to clamp altitude
if (rel_pos.y > 0.)
{
rel_pos *= (max_y / rel_pos.y);
}
else
if (rel_pos.y < 0.)
{
rel_pos *= (-32000. / rel_pos.y);
}