X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fscene_depth.h;h=6f28ad438928cd9e66e3bafb71f92e362d4546c6;hb=e311bbe2fa903a7e2a922f202f389b799193195d;hp=ea2fbebb45cd24128a30ac221c54cd81e9589534;hpb=74b2136d5b41b18e2eec698f1fd11b503aa1100a;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/scene_depth.h b/shaders/scene_depth.h index ea2fbeb..6f28ad4 100644 --- a/shaders/scene_depth.h +++ b/shaders/scene_depth.h @@ -70,6 +70,11 @@ static struct vg_shader _shader_scene_depth = { "\n" "#line 1 1 \n" "// :D\n" +"const float CLEARSKIES_LIGHT_DOT_MIN = 0.0;\n" +"\n" +"#line 8 0 \n" +"#line 1 2 \n" +"// :D\n" "\n" "in vec2 aUv;\n" "in vec4 aNorm;\n" @@ -229,8 +234,9 @@ static struct vg_shader _shader_scene_depth = { " 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" @@ -435,7 +441,7 @@ static struct vg_shader _shader_scene_depth = { " return world_compute_lighting( diffuse, normal, co, compute_board_shadow() );\n" "}\n" "\n" -"#line 8 0 \n" +"#line 9 0 \n" "\n" "// Water blending\n" "// ==============\n"