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;
}
g_sunset_phase );
vec3 sky_reflection = 0.5 * fresnel * reflect_colour;
- vec3 light_sun = max(0.0,dot(normal,g_sun_dir.xyz)*0.75+0.25)
- * g_sun_colour.rgb * g_day_phase;
+ vec3 light_sun = max( CLEARSKIES_LIGHT_DOT_MIN,
+ dot(normal,g_sun_dir.xyz)*0.75+0.25
+ ) * g_sun_colour.rgb * g_day_phase;
float scaled_shadow = max( shadow, 1.0 - max(g_sun_dir.y,0.0) );
vec3 ambient = mix( g_ambient_colour.rgb, g_sunset_ambient.rgb,