X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fmodel_sky.h;h=f8f88d3d1a19ef6e9c205c6006b3d943b56807bc;hb=aae2ef3e087d980130ea12cb90df15bb3d85ec65;hp=0bf67512e38ff29c4fc51bbdaacc882a803e4eca;hpb=1a7f4a35e88698bdb45c90f646f1645589d5511c;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/model_sky.h b/shaders/model_sky.h index 0bf6751..f8f88d3 100644 --- a/shaders/model_sky.h +++ b/shaders/model_sky.h @@ -78,6 +78,11 @@ static struct vg_shader _shader_model_sky = { "const vec3 uCamera = vec3(0.0);\n" "\n" "#line 1 1 \n" +"// :D\n" +"const float CLEARSKIES_LIGHT_DOT_MIN = 0.0;\n" +"\n" +"#line 13 0 \n" +"#line 1 2 \n" "layout (location = 0) out vec4 oColour;\n" "\n" "// OpenGL wiki: Recommends do not use vec3 because of drivers. hence the v4s...\n" @@ -230,8 +235,9 @@ static struct vg_shader _shader_model_sky = { " g_sunset_phase );\n" "\n" " vec3 sky_reflection = 0.5 * fresnel * reflect_colour;\n" -" vec3 light_sun = max(0.0,dot(normal,g_sun_dir.xyz)*0.75+0.25) \n" -" * g_sun_colour.rgb * g_day_phase;\n" +" vec3 light_sun = max( CLEARSKIES_LIGHT_DOT_MIN, \n" +" dot(normal,g_sun_dir.xyz)*0.75+0.25\n" +" ) * g_sun_colour.rgb * g_day_phase;\n" "\n" " float scaled_shadow = max( shadow, 1.0 - max(g_sun_dir.y,0.0) );\n" " vec3 ambient = mix( g_ambient_colour.rgb, g_sunset_ambient.rgb, \n" @@ -409,8 +415,8 @@ static struct vg_shader _shader_model_sky = { " return scene_apply_fog( diffuse * total_light, fog_colour, fdist );\n" "}\n" "\n" -"#line 13 0 \n" -"#line 1 2 \n" +"#line 14 0 \n" +"#line 1 3 \n" "const float k_motion_lerp_amount = 0.01;\n" "\n" "#line 2 0 \n" @@ -429,7 +435,7 @@ static struct vg_shader _shader_model_sky = { " oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n" "}\n" "\n" -"#line 14 0 \n" +"#line 15 0 \n" "\n" "void main()\n" "{\n"