X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fscene_vertex_blend.h;h=c5206d125dc08e4667b78b26644aaeb4878a45a7;hb=5f5d02725031cad23f1cab3290b8a9d661c89728;hp=672d154f5d1b2233a7ad2006f56f03876101f378;hpb=63fe317d7db724162561da52aa382c82ac3c29be;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/scene_vertex_blend.h b/shaders/scene_vertex_blend.h index 672d154..c5206d1 100644 --- a/shaders/scene_vertex_blend.h +++ b/shaders/scene_vertex_blend.h @@ -204,14 +204,18 @@ static struct vg_shader _shader_scene_vertex_blend = { " vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );\n" " sun_colour *= sun_shape;\n" "\n" -"\n" +" \n" " float star = 0.0;\n" -" for( float j = 1.0; j <= 4.1; j += 1.0 ){\n" -" float m = mix(0.6, 0.9, smoothstep(1.0, 2.0, j));\n" -" star += stars( ray_dir, 1.94 * pow( 1.64, j ), m ) * (1.0 / pow(4.0, j));\n" +" float star_blend = 10.0*max(0.0,(1.0-g_day_phase*2.0));\n" +"\n" +" if( star_blend > 0.001 ){\n" +" for( float j = 1.0; j <= 4.1; j += 1.0 ){\n" +" float m = mix(0.6, 0.9, smoothstep(1.0, 2.0, j));\n" +" star += stars( ray_dir, 1.94 * pow( 1.64, j ), m ) * (1.0/pow(4.0, j));\n" +" }\n" " }\n" " \n" -" vec3 composite = sky_colour + sun_colour + star*10.0*max(0.0,(1.0-g_day_phase*2.0));\n" +" vec3 composite = sky_colour + sun_colour + star*star_blend;\n" " return composite;\n" "}\n" "\n" @@ -473,7 +477,7 @@ static struct vg_shader _shader_scene_vertex_blend = { " vec4 rgarbage = texture( uTexGarbage, uvdiffuse );\n" "\n" " // Colour blending\n" -" float fblendclip = step(0.380,aNorm.w + (rgarbage.r-0.5)*-1.740)*0.320;\n" +" float fblendclip = step(0.380,aNorm.w + (rgarbage.r-0.5)*-1.740)*0.380;\n" " vec2 uvgradients = aUv + vec2( fblendclip, 0.0 );\n" "\n" " vfrag = texture( uTexGradients, uvgradients ).rgb;\n" @@ -485,7 +489,7 @@ static struct vg_shader _shader_scene_vertex_blend = { " }\n" "\n" " vfrag = scene_compute_lighting( vfrag, qnorm, aWorldCo );\n" -" oColour = vec4(vfrag, 1.0);\n" +" oColour = vec4(vec3(aNorm.w), 1.0);\n" "}\n" ""}, };