X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;ds=sidebyside;f=shaders%2Flight_clearskies.glsl;h=5cc438315f06da6887d1ec52f4bb17743d783470;hb=be5e25dee2c54c2a22ca3bbb5bbe0eb6149343be;hp=0af3be0774ff0899ff6de75e026a85180c49b815;hpb=63fe317d7db724162561da52aa382c82ac3c29be;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/light_clearskies.glsl b/shaders/light_clearskies.glsl index 0af3be0..5cc4383 100644 --- a/shaders/light_clearskies.glsl +++ b/shaders/light_clearskies.glsl @@ -51,7 +51,7 @@ float stars( vec3 rd, float rr, float size ){ 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 ) @@ -65,7 +65,7 @@ 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; } @@ -95,7 +95,7 @@ vec3 clearskies_sky( vec3 ray_dir ) } } - vec3 composite = sky_colour + sun_colour + star*star_blend; + vec3 composite = sky_colour + sun_colour + star*star_blend; return composite; } @@ -107,8 +107,9 @@ vec3 clearskies_lighting( vec3 normal, float shadow, vec3 halfview ) 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,