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Commit 1ff55f29 authored by Leslie Linden's avatar Leslie Linden
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EXP-2592 FIX -- (OS X Lion) Graphics issues with Atmospheric Shaders enabled...

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.
parent fd56967d
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......@@ -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;
......
......@@ -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;
......
......@@ -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
......
......@@ -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
......
......@@ -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
......
......@@ -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;
......
......@@ -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;
......
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