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Commit e0557054 authored by Rider Linden's avatar Rider Linden
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Merged in graham_linden/viewer-eep-graham (pull request #162)

SL-9928
parents 13572024 c06bd45d
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...@@ -174,7 +174,7 @@ void main() ...@@ -174,7 +174,7 @@ void main()
if (norm.w < 0.5) if (norm.w < 0.5)
{ {
vec3 add = additive * spec.a; vec3 add = additive;
col = mix(atmosFragLighting(col, add, atten), fullbrightFragAtmosTransport(col, atten, add), diffuse.a); col = mix(atmosFragLighting(col, add, atten), fullbrightFragAtmosTransport(col, atten, add), diffuse.a);
col = mix(scaleFragSoftClip(col), fullbrightScaleSoftClipFrag(col, atten), diffuse.a); col = mix(scaleFragSoftClip(col), fullbrightScaleSoftClipFrag(col, atten), diffuse.a);
} }
......
...@@ -186,7 +186,7 @@ void main() ...@@ -186,7 +186,7 @@ void main()
if (norm.w < 0.5) if (norm.w < 0.5)
{ {
vec3 add = additive * spec.a; vec3 add = additive;
col = mix(atmosFragLighting(col, add, atten), fullbrightFragAtmosTransport(col, atten, add), diffuse.a); col = mix(atmosFragLighting(col, add, atten), fullbrightFragAtmosTransport(col, atten, add), diffuse.a);
col = mix(scaleFragSoftClip(col), fullbrightScaleSoftClipFrag(col, atten), diffuse.a); col = mix(scaleFragSoftClip(col), fullbrightScaleSoftClipFrag(col, atten), diffuse.a);
} }
......
...@@ -149,6 +149,7 @@ void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, ...@@ -149,6 +149,7 @@ void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit,
//brightness of surface both sunlight and ambient //brightness of surface both sunlight and ambient
sunlit = vec3(sunlight * .5); sunlit = vec3(sunlight * .5);
amblit = vec3(tmpAmbient * .25); amblit = vec3(tmpAmbient * .25);
additive *= vec3(1.0 - temp1); additive = normalize(additive);
additive *= vec3(1.0 - exp(-temp2.z * distance_multiplier)) * 0.5;
} }
...@@ -124,16 +124,22 @@ void calcAtmospherics(vec3 inPositionEye) { ...@@ -124,16 +124,22 @@ void calcAtmospherics(vec3 inPositionEye) {
//increase ambient when there are more clouds //increase ambient when there are more clouds
vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow * 0.5; vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow * 0.5;
//haze color vec3 additive =
setAdditiveColor(
vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow) + tmpAmbient) vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow) + tmpAmbient)
+ (haze_horizon * haze_weight) * (sunlight*(1.-cloud_shadow) * temp2.x + (haze_horizon * haze_weight) * (sunlight*(1.-cloud_shadow) * temp2.x
+ tmpAmbient))); + tmpAmbient));
additive = normalize(additive);
//haze color
//setAdditiveColor(
// vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow) + tmpAmbient)
// + (haze_horizon * haze_weight) * (sunlight*(1.-cloud_shadow) * temp2.x
// + tmpAmbient)));
//brightness of surface both sunlight and ambient //brightness of surface both sunlight and ambient
setSunlitColor(vec3(sunlight * .5)); setSunlitColor(vec3(sunlight * .5));
setAmblitColor(vec3(tmpAmbient * .25)); setAmblitColor(vec3(tmpAmbient * .25));
setAdditiveColor(getAdditiveColor() * vec3(1.0 - temp1)); setAdditiveColor(additive * vec3(1.0 - exp(-temp2.z * distance_multiplier)) * 0.5);
// vary_SunlitColor = vec3(0); // vary_SunlitColor = vec3(0);
// vary_AmblitColor = vec3(0); // vary_AmblitColor = vec3(0);
......
...@@ -73,9 +73,6 @@ void setAmblitColor(vec3 v) ...@@ -73,9 +73,6 @@ void setAmblitColor(vec3 v)
void setAdditiveColor(vec3 v) void setAdditiveColor(vec3 v)
{ {
// SL-1491 clamp additive term to something reasonable to prevent
// lens flares over non-reflective surfaces
v = clamp(v, vec3(0), vec3(0.8));
additive_color = v; additive_color = v;
vary_AdditiveColor = v; vary_AdditiveColor = v;
} }
......
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