return;
}
if (debug) {
- FragColor = mix(vec4(1, 1, 1, 1), vec4(1, 0, 0, 1), debugVal);
+ FragColor = mix(vec4(1, 1, 1, 0), vec4(1, 0, 0, 1), debugVal);
return;
}
// Cf = color from fragment, Ct = color from texture
// GL_MODULATE: C
// C = Cf * Ct
// A = Af * At
- FragColor = color * f;
+ // the +0.06 is a hack to get lighter clouds!
+ // can be thought of as ambient light
+ FragColor = color * (f + 0.02);
} else {
// "That is, the colors in the frame buffer are multiplied by the
// attenuation ratio of the billboard texture and then the colors in