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graphics changes
[carveJwlIkooP6JGAAIwe30JlM.git]
/
shaders
/
impl.c
diff --git
a/shaders/impl.c
b/shaders/impl.c
index 01e1b84ebd047bc3ffe6aa2554df9161d4808ebd..539bcb1b66743421e0d15fecca79267c583abc37 100644
(file)
--- a/
shaders/impl.c
+++ b/
shaders/impl.c
@@
-173,7
+173,7
@@
struct vg_shader _shader_scene_standard = {
"\n"
"float luminance( vec3 v )\n"
"{\n"
"\n"
"float luminance( vec3 v )\n"
"{\n"
-" return dot( v, vec3(0.2126, 0.7
1
52, 0.0722) );\n"
+" return dot( v, vec3(0.2126, 0.7
0
52, 0.0722) );\n"
"}\n"
"\n"
"vec3 clearskies_ambient( vec3 dir )\n"
"}\n"
"\n"
"vec3 clearskies_ambient( vec3 dir )\n"
@@
-187,7
+187,7
@@
struct vg_shader _shader_scene_standard = {
" ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
" \n"
" /* Add gradient */\n"
" ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
" \n"
" /* Add gradient */\n"
-" ambient -= sky_gradient * luminance(ambient);\n"
+" ambient -= sky_gradient * luminance(ambient)
*1.6
;\n"
" \n"
" return ambient;\n"
"}\n"
" \n"
" return ambient;\n"
"}\n"
@@
-217,7
+217,7
@@
struct vg_shader _shader_scene_standard = {
" }\n"
" }\n"
" \n"
" }\n"
" }\n"
" \n"
-" vec3 composite
= sky_colour + sun_colour + star*star_blend;\n"
+" vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
" return composite;\n"
"}\n"
"\n"
" return composite;\n"
"}\n"
"\n"
@@
-664,7
+664,7
@@
struct vg_shader _shader_scene_standard_alphatest = {
"\n"
"float luminance( vec3 v )\n"
"{\n"
"\n"
"float luminance( vec3 v )\n"
"{\n"
-" return dot( v, vec3(0.2126, 0.7
1
52, 0.0722) );\n"
+" return dot( v, vec3(0.2126, 0.7
0
52, 0.0722) );\n"
"}\n"
"\n"
"vec3 clearskies_ambient( vec3 dir )\n"
"}\n"
"\n"
"vec3 clearskies_ambient( vec3 dir )\n"
@@
-678,7
+678,7
@@
struct vg_shader _shader_scene_standard_alphatest = {
" ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
" \n"
" /* Add gradient */\n"
" ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
" \n"
" /* Add gradient */\n"
-" ambient -= sky_gradient * luminance(ambient);\n"
+" ambient -= sky_gradient * luminance(ambient)
*1.6
;\n"
" \n"
" return ambient;\n"
"}\n"
" \n"
" return ambient;\n"
"}\n"
@@
-708,7
+708,7
@@
struct vg_shader _shader_scene_standard_alphatest = {
" }\n"
" }\n"
" \n"
" }\n"
" }\n"
" \n"
-" vec3 composite
= sky_colour + sun_colour + star*star_blend;\n"
+" vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
" return composite;\n"
"}\n"
"\n"
" return composite;\n"
"}\n"
"\n"
@@
-1157,7
+1157,7
@@
struct vg_shader _shader_scene_foliage = {
"\n"
"float luminance( vec3 v )\n"
"{\n"
"\n"
"float luminance( vec3 v )\n"
"{\n"
-" return dot( v, vec3(0.2126, 0.7
1
52, 0.0722) );\n"
+" return dot( v, vec3(0.2126, 0.7
0
52, 0.0722) );\n"
"}\n"
"\n"
"vec3 clearskies_ambient( vec3 dir )\n"
"}\n"
"\n"
"vec3 clearskies_ambient( vec3 dir )\n"
@@
-1171,7
+1171,7
@@
struct vg_shader _shader_scene_foliage = {
" ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
" \n"
" /* Add gradient */\n"
" ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
" \n"
" /* Add gradient */\n"
-" ambient -= sky_gradient * luminance(ambient);\n"
+" ambient -= sky_gradient * luminance(ambient)
*1.6
;\n"
" \n"
" return ambient;\n"
"}\n"
" \n"
" return ambient;\n"
"}\n"
@@
-1201,7
+1201,7
@@
struct vg_shader _shader_scene_foliage = {
" }\n"
" }\n"
" \n"
" }\n"
" }\n"
" \n"
-" vec3 composite
= sky_colour + sun_colour + star*star_blend;\n"
+" vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
" return composite;\n"
"}\n"
"\n"
" return composite;\n"
"}\n"
"\n"
@@
-1656,7
+1656,7
@@
struct vg_shader _shader_scene_override = {
"\n"
"float luminance( vec3 v )\n"
"{\n"
"\n"
"float luminance( vec3 v )\n"
"{\n"
-" return dot( v, vec3(0.2126, 0.7
1
52, 0.0722) );\n"
+" return dot( v, vec3(0.2126, 0.7
0
52, 0.0722) );\n"
"}\n"
"\n"
"vec3 clearskies_ambient( vec3 dir )\n"
"}\n"
"\n"
"vec3 clearskies_ambient( vec3 dir )\n"
@@
-1670,7
+1670,7
@@
struct vg_shader _shader_scene_override = {
" ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
" \n"
" /* Add gradient */\n"
" ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
" \n"
" /* Add gradient */\n"
-" ambient -= sky_gradient * luminance(ambient);\n"
+" ambient -= sky_gradient * luminance(ambient)
*1.6
;\n"
" \n"
" return ambient;\n"
"}\n"
" \n"
" return ambient;\n"
"}\n"
@@
-1700,7
+1700,7
@@
struct vg_shader _shader_scene_override = {
" }\n"
" }\n"
" \n"
" }\n"
" }\n"
" \n"
-" vec3 composite
= sky_colour + sun_colour + star*star_blend;\n"
+" vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
" return composite;\n"
"}\n"
"\n"
" return composite;\n"
"}\n"
"\n"
@@
-2202,7
+2202,7
@@
struct vg_shader _shader_scene_fxglow = {
"\n"
"float luminance( vec3 v )\n"
"{\n"
"\n"
"float luminance( vec3 v )\n"
"{\n"
-" return dot( v, vec3(0.2126, 0.7
1
52, 0.0722) );\n"
+" return dot( v, vec3(0.2126, 0.7
0
52, 0.0722) );\n"
"}\n"
"\n"
"vec3 clearskies_ambient( vec3 dir )\n"
"}\n"
"\n"
"vec3 clearskies_ambient( vec3 dir )\n"
@@
-2216,7
+2216,7
@@
struct vg_shader _shader_scene_fxglow = {
" ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
" \n"
" /* Add gradient */\n"
" ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
" \n"
" /* Add gradient */\n"
-" ambient -= sky_gradient * luminance(ambient);\n"
+" ambient -= sky_gradient * luminance(ambient)
*1.6
;\n"
" \n"
" return ambient;\n"
"}\n"
" \n"
" return ambient;\n"
"}\n"
@@
-2246,7
+2246,7
@@
struct vg_shader _shader_scene_fxglow = {
" }\n"
" }\n"
" \n"
" }\n"
" }\n"
" \n"
-" vec3 composite
= sky_colour + sun_colour + star*star_blend;\n"
+" vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
" return composite;\n"
"}\n"
"\n"
" return composite;\n"
"}\n"
"\n"
@@
-2687,7
+2687,7
@@
struct vg_shader _shader_scene_vertex_blend = {
"\n"
"float luminance( vec3 v )\n"
"{\n"
"\n"
"float luminance( vec3 v )\n"
"{\n"
-" return dot( v, vec3(0.2126, 0.7
1
52, 0.0722) );\n"
+" return dot( v, vec3(0.2126, 0.7
0
52, 0.0722) );\n"
"}\n"
"\n"
"vec3 clearskies_ambient( vec3 dir )\n"
"}\n"
"\n"
"vec3 clearskies_ambient( vec3 dir )\n"
@@
-2701,7
+2701,7
@@
struct vg_shader _shader_scene_vertex_blend = {
" ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
" \n"
" /* Add gradient */\n"
" ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
" \n"
" /* Add gradient */\n"
-" ambient -= sky_gradient * luminance(ambient);\n"
+" ambient -= sky_gradient * luminance(ambient)
*1.6
;\n"
" \n"
" return ambient;\n"
"}\n"
" \n"
" return ambient;\n"
"}\n"
@@
-2731,7
+2731,7
@@
struct vg_shader _shader_scene_vertex_blend = {
" }\n"
" }\n"
" \n"
" }\n"
" }\n"
" \n"
-" vec3 composite
= sky_colour + sun_colour + star*star_blend;\n"
+" vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
" return composite;\n"
"}\n"
"\n"
" return composite;\n"
"}\n"
"\n"
@@
-3196,7
+3196,7
@@
struct vg_shader _shader_scene_terrain = {
"\n"
"float luminance( vec3 v )\n"
"{\n"
"\n"
"float luminance( vec3 v )\n"
"{\n"
-" return dot( v, vec3(0.2126, 0.7
1
52, 0.0722) );\n"
+" return dot( v, vec3(0.2126, 0.7
0
52, 0.0722) );\n"
"}\n"
"\n"
"vec3 clearskies_ambient( vec3 dir )\n"
"}\n"
"\n"
"vec3 clearskies_ambient( vec3 dir )\n"
@@
-3210,7
+3210,7
@@
struct vg_shader _shader_scene_terrain = {
" ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
" \n"
" /* Add gradient */\n"
" ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
" \n"
" /* Add gradient */\n"
-" ambient -= sky_gradient * luminance(ambient);\n"
+" ambient -= sky_gradient * luminance(ambient)
*1.6
;\n"
" \n"
" return ambient;\n"
"}\n"
" \n"
" return ambient;\n"
"}\n"
@@
-3240,7
+3240,7
@@
struct vg_shader _shader_scene_terrain = {
" }\n"
" }\n"
" \n"
" }\n"
" }\n"
" \n"
-" vec3 composite
= sky_colour + sun_colour + star*star_blend;\n"
+" vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
" return composite;\n"
"}\n"
"\n"
" return composite;\n"
"}\n"
"\n"
@@
-3711,7
+3711,7
@@
struct vg_shader _shader_scene_route = {
"\n"
"float luminance( vec3 v )\n"
"{\n"
"\n"
"float luminance( vec3 v )\n"
"{\n"
-" return dot( v, vec3(0.2126, 0.7
1
52, 0.0722) );\n"
+" return dot( v, vec3(0.2126, 0.7
0
52, 0.0722) );\n"
"}\n"
"\n"
"vec3 clearskies_ambient( vec3 dir )\n"
"}\n"
"\n"
"vec3 clearskies_ambient( vec3 dir )\n"
@@
-3725,7
+3725,7
@@
struct vg_shader _shader_scene_route = {
" ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
" \n"
" /* Add gradient */\n"
" ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
" \n"
" /* Add gradient */\n"
-" ambient -= sky_gradient * luminance(ambient);\n"
+" ambient -= sky_gradient * luminance(ambient)
*1.6
;\n"
" \n"
" return ambient;\n"
"}\n"
" \n"
" return ambient;\n"
"}\n"
@@
-3755,7
+3755,7
@@
struct vg_shader _shader_scene_route = {
" }\n"
" }\n"
" \n"
" }\n"
" }\n"
" \n"
-" vec3 composite
= sky_colour + sun_colour + star*star_blend;\n"
+" vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
" return composite;\n"
"}\n"
"\n"
" return composite;\n"
"}\n"
"\n"
@@
-4232,7
+4232,7
@@
struct vg_shader _shader_scene_depth = {
"\n"
"float luminance( vec3 v )\n"
"{\n"
"\n"
"float luminance( vec3 v )\n"
"{\n"
-" return dot( v, vec3(0.2126, 0.7
1
52, 0.0722) );\n"
+" return dot( v, vec3(0.2126, 0.7
0
52, 0.0722) );\n"
"}\n"
"\n"
"vec3 clearskies_ambient( vec3 dir )\n"
"}\n"
"\n"
"vec3 clearskies_ambient( vec3 dir )\n"
@@
-4246,7
+4246,7
@@
struct vg_shader _shader_scene_depth = {
" ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
" \n"
" /* Add gradient */\n"
" ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
" \n"
" /* Add gradient */\n"
-" ambient -= sky_gradient * luminance(ambient);\n"
+" ambient -= sky_gradient * luminance(ambient)
*1.6
;\n"
" \n"
" return ambient;\n"
"}\n"
" \n"
" return ambient;\n"
"}\n"
@@
-4276,7
+4276,7
@@
struct vg_shader _shader_scene_depth = {
" }\n"
" }\n"
" \n"
" }\n"
" }\n"
" \n"
-" vec3 composite
= sky_colour + sun_colour + star*star_blend;\n"
+" vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
" return composite;\n"
"}\n"
"\n"
" return composite;\n"
"}\n"
"\n"
@@
-4704,7
+4704,7
@@
struct vg_shader _shader_scene_position = {
"\n"
"float luminance( vec3 v )\n"
"{\n"
"\n"
"float luminance( vec3 v )\n"
"{\n"
-" return dot( v, vec3(0.2126, 0.7
1
52, 0.0722) );\n"
+" return dot( v, vec3(0.2126, 0.7
0
52, 0.0722) );\n"
"}\n"
"\n"
"vec3 clearskies_ambient( vec3 dir )\n"
"}\n"
"\n"
"vec3 clearskies_ambient( vec3 dir )\n"
@@
-4718,7
+4718,7
@@
struct vg_shader _shader_scene_position = {
" ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
" \n"
" /* Add gradient */\n"
" ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
" \n"
" /* Add gradient */\n"
-" ambient -= sky_gradient * luminance(ambient);\n"
+" ambient -= sky_gradient * luminance(ambient)
*1.6
;\n"
" \n"
" return ambient;\n"
"}\n"
" \n"
" return ambient;\n"
"}\n"
@@
-4748,7
+4748,7
@@
struct vg_shader _shader_scene_position = {
" }\n"
" }\n"
" \n"
" }\n"
" }\n"
" \n"
-" vec3 composite
= sky_colour + sun_colour + star*star_blend;\n"
+" vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
" return composite;\n"
"}\n"
"\n"
" return composite;\n"
"}\n"
"\n"
@@
-5168,7
+5168,7
@@
struct vg_shader _shader_scene_cubemapped = {
"\n"
"float luminance( vec3 v )\n"
"{\n"
"\n"
"float luminance( vec3 v )\n"
"{\n"
-" return dot( v, vec3(0.2126, 0.7
1
52, 0.0722) );\n"
+" return dot( v, vec3(0.2126, 0.7
0
52, 0.0722) );\n"
"}\n"
"\n"
"vec3 clearskies_ambient( vec3 dir )\n"
"}\n"
"\n"
"vec3 clearskies_ambient( vec3 dir )\n"
@@
-5182,7
+5182,7
@@
struct vg_shader _shader_scene_cubemapped = {
" ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
" \n"
" /* Add gradient */\n"
" ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
" \n"
" /* Add gradient */\n"
-" ambient -= sky_gradient * luminance(ambient);\n"
+" ambient -= sky_gradient * luminance(ambient)
*1.6
;\n"
" \n"
" return ambient;\n"
"}\n"
" \n"
" return ambient;\n"
"}\n"
@@
-5212,7
+5212,7
@@
struct vg_shader _shader_scene_cubemapped = {
" }\n"
" }\n"
" \n"
" }\n"
" }\n"
" \n"
-" vec3 composite
= sky_colour + sun_colour + star*star_blend;\n"
+" vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
" return composite;\n"
"}\n"
"\n"
" return composite;\n"
"}\n"
"\n"
@@
-5675,7
+5675,7
@@
struct vg_shader _shader_scene_water = {
"\n"
"float luminance( vec3 v )\n"
"{\n"
"\n"
"float luminance( vec3 v )\n"
"{\n"
-" return dot( v, vec3(0.2126, 0.7
1
52, 0.0722) );\n"
+" return dot( v, vec3(0.2126, 0.7
0
52, 0.0722) );\n"
"}\n"
"\n"
"vec3 clearskies_ambient( vec3 dir )\n"
"}\n"
"\n"
"vec3 clearskies_ambient( vec3 dir )\n"
@@
-5689,7
+5689,7
@@
struct vg_shader _shader_scene_water = {
" ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
" \n"
" /* Add gradient */\n"
" ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
" \n"
" /* Add gradient */\n"
-" ambient -= sky_gradient * luminance(ambient);\n"
+" ambient -= sky_gradient * luminance(ambient)
*1.6
;\n"
" \n"
" return ambient;\n"
"}\n"
" \n"
" return ambient;\n"
"}\n"
@@
-5719,7
+5719,7
@@
struct vg_shader _shader_scene_water = {
" }\n"
" }\n"
" \n"
" }\n"
" }\n"
" \n"
-" vec3 composite
= sky_colour + sun_colour + star*star_blend;\n"
+" vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
" return composite;\n"
"}\n"
"\n"
" return composite;\n"
"}\n"
"\n"
@@
-5961,7
+5961,7
@@
struct vg_shader _shader_scene_water = {
"#line 18 0 \n"
"\n"
"vec4 water_surf( vec3 halfview, vec3 vnorm, float depthvalue, \n"
"#line 18 0 \n"
"\n"
"vec4 water_surf( vec3 halfview, vec3 vnorm, float depthvalue, \n"
-" vec4 beneath, vec4 above )\n"
+" vec4 beneath, vec4 above
, vec4 dudva
)\n"
"{\n"
" vec3 surface_tint = mix(uShoreColour, uOceanColour, depthvalue);\n"
"\n"
"{\n"
" vec3 surface_tint = mix(uShoreColour, uOceanColour, depthvalue);\n"
"\n"
@@
-5974,11
+5974,15
@@
struct vg_shader _shader_scene_water = {
" // Depth \n"
" float depthblend = pow( beneath.r, 0.8 );\n"
"\n"
" // Depth \n"
" float depthblend = pow( beneath.r, 0.8 );\n"
"\n"
-" //
Composite
\n"
-"
vec3 vsurface = mix(surface_tint, above.rgb, ffresnel
);\n"
-"
//vsurface += spec
;\n"
+" //
Foam
\n"
+"
float fband = fract( aCo.z*0.02+uTime*0.1+depthvalue*10.0
);\n"
+"
fband = step( fband+dudva.a*0.8, 0.3 ) * max((1.0-depthvalue*4.0),0.0)
;\n"
"\n"
"\n"
-" return vec4( vsurface,depthblend );\n"
+" vec4 surf = mix( vec4(surface_tint,depthblend), \n"
+" vec4(1.0,1.0,1.0,0.5), fband );\n"
+" surf.rgb = scene_compute_lighting( surf.rgb, aNorm.xyz, aWorldCo );\n"
+" surf.rgb = mix(surf.rgb, above.rgb, ffresnel );\n"
+" return surf;\n"
"}\n"
"\n"
"void main()\n"
"}\n"
"\n"
"void main()\n"
@@
-5999,10
+6003,6
@@
struct vg_shader _shader_scene_water = {
" vec3 surfnorm = dudva.rgb + dudvb.rgb;\n"
" surfnorm = normalize(vec3(0.0,1.0,0.0) + dudva.xyz*0.4 + dudvb.xyz*0.1);\n"
" \n"
" vec3 surfnorm = dudva.rgb + dudvb.rgb;\n"
" surfnorm = normalize(vec3(0.0,1.0,0.0) + dudva.xyz*0.4 + dudvb.xyz*0.1);\n"
" \n"
-" // Foam\n"
-" float fband = fract( aCo.z*0.02+uTime*0.1+depthvalue*10.0 );\n"
-" fband = step( fband+dudva.a*0.8, 0.3 ) * max((1.0-depthvalue*4.0),0.0);\n"
-"\n"
" // Lighting\n"
" vec3 halfview = -normalize( aCo-uCamera );\n"
"\n"
" // Lighting\n"
" vec3 halfview = -normalize( aCo-uCamera );\n"
"\n"
@@
-6014,10
+6014,10
@@
struct vg_shader _shader_scene_water = {
" float fdist = pow(length( aCo.xz-uCamera.xz ) * 0.00047, 2.6);\n"
"\n"
" // Composite\n"
" float fdist = pow(length( aCo.xz-uCamera.xz ) * 0.00047, 2.6);\n"
"\n"
" // Composite\n"
-" vec4 vsurface = water_surf( halfview, surfnorm, depthvalue, beneath, above );\n"
+" vec4 vsurface = water_surf( halfview, surfnorm, depthvalue, beneath, above
, dudva
);\n"
" vsurface.a -= fdist;\n"
" vsurface.a -= fdist;\n"
-"
oColour = mix( vsurface, vec4(1.0,1.0,1.0,0.5), fband );
\n"
-" oColour
.rgb = scene_compute_lighting( oColour.rgb, aNorm.xyz, aWorldCo )
;\n"
+"\n"
+" oColour
= vsurface
;\n"
"}\n"
""},
};
"}\n"
""},
};
@@
-6220,7
+6220,7
@@
struct vg_shader _shader_scene_water_fast = {
"\n"
"float luminance( vec3 v )\n"
"{\n"
"\n"
"float luminance( vec3 v )\n"
"{\n"
-" return dot( v, vec3(0.2126, 0.7
1
52, 0.0722) );\n"
+" return dot( v, vec3(0.2126, 0.7
0
52, 0.0722) );\n"
"}\n"
"\n"
"vec3 clearskies_ambient( vec3 dir )\n"
"}\n"
"\n"
"vec3 clearskies_ambient( vec3 dir )\n"
@@
-6234,7
+6234,7
@@
struct vg_shader _shader_scene_water_fast = {
" ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
" \n"
" /* Add gradient */\n"
" ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
" \n"
" /* Add gradient */\n"
-" ambient -= sky_gradient * luminance(ambient);\n"
+" ambient -= sky_gradient * luminance(ambient)
*1.6
;\n"
" \n"
" return ambient;\n"
"}\n"
" \n"
" return ambient;\n"
"}\n"
@@
-6264,7
+6264,7
@@
struct vg_shader _shader_scene_water_fast = {
" }\n"
" }\n"
" \n"
" }\n"
" }\n"
" \n"
-" vec3 composite
= sky_colour + sun_colour + star*star_blend;\n"
+" vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
" return composite;\n"
"}\n"
"\n"
" return composite;\n"
"}\n"
"\n"
@@
-6761,7
+6761,7
@@
struct vg_shader _shader_scene_scoretext = {
"\n"
"float luminance( vec3 v )\n"
"{\n"
"\n"
"float luminance( vec3 v )\n"
"{\n"
-" return dot( v, vec3(0.2126, 0.7
1
52, 0.0722) );\n"
+" return dot( v, vec3(0.2126, 0.7
0
52, 0.0722) );\n"
"}\n"
"\n"
"vec3 clearskies_ambient( vec3 dir )\n"
"}\n"
"\n"
"vec3 clearskies_ambient( vec3 dir )\n"
@@
-6775,7
+6775,7
@@
struct vg_shader _shader_scene_scoretext = {
" ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
" \n"
" /* Add gradient */\n"
" ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
" \n"
" /* Add gradient */\n"
-" ambient -= sky_gradient * luminance(ambient);\n"
+" ambient -= sky_gradient * luminance(ambient)
*1.6
;\n"
" \n"
" return ambient;\n"
"}\n"
" \n"
" return ambient;\n"
"}\n"
@@
-6805,7
+6805,7
@@
struct vg_shader _shader_scene_scoretext = {
" }\n"
" }\n"
" \n"
" }\n"
" }\n"
" \n"
-" vec3 composite
= sky_colour + sun_colour + star*star_blend;\n"
+" vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
" return composite;\n"
"}\n"
"\n"
" return composite;\n"
"}\n"
"\n"
@@
-7257,7
+7257,7
@@
struct vg_shader _shader_scene_font = {
"\n"
"float luminance( vec3 v )\n"
"{\n"
"\n"
"float luminance( vec3 v )\n"
"{\n"
-" return dot( v, vec3(0.2126, 0.7
1
52, 0.0722) );\n"
+" return dot( v, vec3(0.2126, 0.7
0
52, 0.0722) );\n"
"}\n"
"\n"
"vec3 clearskies_ambient( vec3 dir )\n"
"}\n"
"\n"
"vec3 clearskies_ambient( vec3 dir )\n"
@@
-7271,7
+7271,7
@@
struct vg_shader _shader_scene_font = {
" ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
" \n"
" /* Add gradient */\n"
" ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
" \n"
" /* Add gradient */\n"
-" ambient -= sky_gradient * luminance(ambient);\n"
+" ambient -= sky_gradient * luminance(ambient)
*1.6
;\n"
" \n"
" return ambient;\n"
"}\n"
" \n"
" return ambient;\n"
"}\n"
@@
-7301,7
+7301,7
@@
struct vg_shader _shader_scene_font = {
" }\n"
" }\n"
" \n"
" }\n"
" }\n"
" \n"
-" vec3 composite
= sky_colour + sun_colour + star*star_blend;\n"
+" vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
" return composite;\n"
"}\n"
"\n"
" return composite;\n"
"}\n"
"\n"
@@
-7778,7
+7778,7
@@
struct vg_shader _shader_model_sky = {
"\n"
"float luminance( vec3 v )\n"
"{\n"
"\n"
"float luminance( vec3 v )\n"
"{\n"
-" return dot( v, vec3(0.2126, 0.7
1
52, 0.0722) );\n"
+" return dot( v, vec3(0.2126, 0.7
0
52, 0.0722) );\n"
"}\n"
"\n"
"vec3 clearskies_ambient( vec3 dir )\n"
"}\n"
"\n"
"vec3 clearskies_ambient( vec3 dir )\n"
@@
-7792,7
+7792,7
@@
struct vg_shader _shader_model_sky = {
" ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
" \n"
" /* Add gradient */\n"
" ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
" \n"
" /* Add gradient */\n"
-" ambient -= sky_gradient * luminance(ambient);\n"
+" ambient -= sky_gradient * luminance(ambient)
*1.6
;\n"
" \n"
" return ambient;\n"
"}\n"
" \n"
" return ambient;\n"
"}\n"
@@
-7822,7
+7822,7
@@
struct vg_shader _shader_model_sky = {
" }\n"
" }\n"
" \n"
" }\n"
" }\n"
" \n"
-" vec3 composite
= sky_colour + sun_colour + star*star_blend;\n"
+" vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
" return composite;\n"
"}\n"
"\n"
" return composite;\n"
"}\n"
"\n"
@@
-8244,7
+8244,7
@@
struct vg_shader _shader_model_sky_space = {
"\n"
"float luminance( vec3 v )\n"
"{\n"
"\n"
"float luminance( vec3 v )\n"
"{\n"
-" return dot( v, vec3(0.2126, 0.7
1
52, 0.0722) );\n"
+" return dot( v, vec3(0.2126, 0.7
0
52, 0.0722) );\n"
"}\n"
"\n"
"vec3 clearskies_ambient( vec3 dir )\n"
"}\n"
"\n"
"vec3 clearskies_ambient( vec3 dir )\n"
@@
-8258,7
+8258,7
@@
struct vg_shader _shader_model_sky_space = {
" ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
" \n"
" /* Add gradient */\n"
" ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
" \n"
" /* Add gradient */\n"
-" ambient -= sky_gradient * luminance(ambient);\n"
+" ambient -= sky_gradient * luminance(ambient)
*1.6
;\n"
" \n"
" return ambient;\n"
"}\n"
" \n"
" return ambient;\n"
"}\n"
@@
-8288,7
+8288,7
@@
struct vg_shader _shader_model_sky_space = {
" }\n"
" }\n"
" \n"
" }\n"
" }\n"
" \n"
-" vec3 composite
= sky_colour + sun_colour + star*star_blend;\n"
+" vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
" return composite;\n"
"}\n"
"\n"
" return composite;\n"
"}\n"
"\n"
@@
-8823,7
+8823,7
@@
struct vg_shader _shader_model_character_view = {
"\n"
"float luminance( vec3 v )\n"
"{\n"
"\n"
"float luminance( vec3 v )\n"
"{\n"
-" return dot( v, vec3(0.2126, 0.7
1
52, 0.0722) );\n"
+" return dot( v, vec3(0.2126, 0.7
0
52, 0.0722) );\n"
"}\n"
"\n"
"vec3 clearskies_ambient( vec3 dir )\n"
"}\n"
"\n"
"vec3 clearskies_ambient( vec3 dir )\n"
@@
-8837,7
+8837,7
@@
struct vg_shader _shader_model_character_view = {
" ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
" \n"
" /* Add gradient */\n"
" ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
" \n"
" /* Add gradient */\n"
-" ambient -= sky_gradient * luminance(ambient);\n"
+" ambient -= sky_gradient * luminance(ambient)
*1.6
;\n"
" \n"
" return ambient;\n"
"}\n"
" \n"
" return ambient;\n"
"}\n"
@@
-8867,7
+8867,7
@@
struct vg_shader _shader_model_character_view = {
" }\n"
" }\n"
" \n"
" }\n"
" }\n"
" \n"
-" vec3 composite
= sky_colour + sun_colour + star*star_blend;\n"
+" vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
" return composite;\n"
"}\n"
"\n"
" return composite;\n"
"}\n"
"\n"
@@
-9407,7
+9407,7
@@
struct vg_shader _shader_model_board_view = {
"\n"
"float luminance( vec3 v )\n"
"{\n"
"\n"
"float luminance( vec3 v )\n"
"{\n"
-" return dot( v, vec3(0.2126, 0.7
1
52, 0.0722) );\n"
+" return dot( v, vec3(0.2126, 0.7
0
52, 0.0722) );\n"
"}\n"
"\n"
"vec3 clearskies_ambient( vec3 dir )\n"
"}\n"
"\n"
"vec3 clearskies_ambient( vec3 dir )\n"
@@
-9421,7
+9421,7
@@
struct vg_shader _shader_model_board_view = {
" ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
" \n"
" /* Add gradient */\n"
" ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
" \n"
" /* Add gradient */\n"
-" ambient -= sky_gradient * luminance(ambient);\n"
+" ambient -= sky_gradient * luminance(ambient)
*1.6
;\n"
" \n"
" return ambient;\n"
"}\n"
" \n"
" return ambient;\n"
"}\n"
@@
-9451,7
+9451,7
@@
struct vg_shader _shader_model_board_view = {
" }\n"
" }\n"
" \n"
" }\n"
" }\n"
" \n"
-" vec3 composite
= sky_colour + sun_colour + star*star_blend;\n"
+" vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
" return composite;\n"
"}\n"
"\n"
" return composite;\n"
"}\n"
"\n"
@@
-9992,7
+9992,7
@@
struct vg_shader _shader_model_entity = {
"\n"
"float luminance( vec3 v )\n"
"{\n"
"\n"
"float luminance( vec3 v )\n"
"{\n"
-" return dot( v, vec3(0.2126, 0.7
1
52, 0.0722) );\n"
+" return dot( v, vec3(0.2126, 0.7
0
52, 0.0722) );\n"
"}\n"
"\n"
"vec3 clearskies_ambient( vec3 dir )\n"
"}\n"
"\n"
"vec3 clearskies_ambient( vec3 dir )\n"
@@
-10006,7
+10006,7
@@
struct vg_shader _shader_model_entity = {
" ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
" \n"
" /* Add gradient */\n"
" ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
" \n"
" /* Add gradient */\n"
-" ambient -= sky_gradient * luminance(ambient);\n"
+" ambient -= sky_gradient * luminance(ambient)
*1.6
;\n"
" \n"
" return ambient;\n"
"}\n"
" \n"
" return ambient;\n"
"}\n"
@@
-10036,7
+10036,7
@@
struct vg_shader _shader_model_entity = {
" }\n"
" }\n"
" \n"
" }\n"
" }\n"
" \n"
-" vec3 composite
= sky_colour + sun_colour + star*star_blend;\n"
+" vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
" return composite;\n"
"}\n"
"\n"
" return composite;\n"
"}\n"
"\n"