float luminance( vec3 v )
{
- return dot( v, vec3(0.2126, 0.7152, 0.0722) );
+ return dot( v, vec3(0.2126, 0.7052, 0.0722) );
}
vec3 clearskies_ambient( vec3 dir )
ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);
/* Add gradient */
- ambient -= sky_gradient * luminance(ambient);
+ ambient -= sky_gradient * luminance(ambient)*1.6;
return ambient;
}
}
}
- vec3 composite = sky_colour + sun_colour + star*star_blend;
+ vec3 composite = sky_colour + sun_colour + star*star_blend;
return composite;
}