Renderer update. Incl mac fixes, DoF improvements, windlight floater code cleanup. (shining-fixes merge)
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@@ -51,12 +51,12 @@ uniform vec4 sunlight_color;
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uniform vec4 ambient;
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uniform vec4 blue_horizon;
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uniform vec4 blue_density;
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uniform vec4 haze_horizon;
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uniform vec4 haze_density;
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uniform vec4 cloud_shadow;
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uniform vec4 density_multiplier;
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uniform vec4 distance_multiplier;
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uniform vec4 max_y;
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uniform float haze_horizon;
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uniform float haze_density;
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uniform float cloud_shadow;
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uniform float density_multiplier;
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uniform float distance_multiplier;
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uniform float max_y;
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uniform vec4 glow;
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uniform float scene_light_strength;
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uniform mat3 env_mat;
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@@ -161,13 +161,13 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) {
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//sunlight attenuation effect (hue and brightness) due to atmosphere
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//this is used later for sunlight modulation at various altitudes
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light_atten = (blue_density * 1.0 + vec4(haze_density.r) * 0.25) * (density_multiplier.x * max_y.x);
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light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y);
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//I had thought blue_density and haze_density should have equal weighting,
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//but attenuation due to haze_density tends to seem too strong
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temp1 = blue_density + vec4(haze_density.r);
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temp1 = blue_density + vec4(haze_density);
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blue_weight = blue_density / temp1;
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haze_weight = vec4(haze_density.r) / temp1;
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haze_weight = vec4(haze_density) / temp1;
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//(TERRAIN) compute sunlight from lightnorm only (for short rays like terrain)
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temp2.y = max(0.0, tmpLightnorm.y);
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@@ -175,12 +175,12 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) {
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sunlight *= exp( - light_atten * temp2.y);
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// main atmospheric scattering line integral
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temp2.z = Plen * density_multiplier.x;
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temp2.z = Plen * density_multiplier;
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// Transparency (-> temp1)
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// ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier.x in a variable because the ati
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// ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier in a variable because the ati
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// compiler gets confused.
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temp1 = exp(-temp1 * temp2.z * distance_multiplier.x);
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temp1 = exp(-temp1 * temp2.z * distance_multiplier);
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//final atmosphere attenuation factor
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setAtmosAttenuation(temp1.rgb);
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@@ -201,7 +201,7 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) {
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temp2.x += .25;
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//increase ambient when there are more clouds
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vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow.x * 0.5;
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vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow * 0.5;
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/* decrease value and saturation (that in HSV, not HSL) for occluded areas
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* // for HSV color/geometry used here, see http://gimp-savvy.com/BOOK/index.html?node52.html
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@@ -215,8 +215,8 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) {
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//haze color
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setAdditiveColor(
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vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow.x) + tmpAmbient)
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+ (haze_horizon.r * haze_weight) * (sunlight*(1.-cloud_shadow.x) * temp2.x
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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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