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Hack around brightness and shader viewport size
[clouds.git]
/
billboardfrag.glsl
diff --git
a/billboardfrag.glsl
b/billboardfrag.glsl
index c2e480bf88a930278ffe6f472f8be86c02b1bddd..39fd71d135d1d36fb9fe820fc9eef3a79082e9cc 100644
(file)
--- a/
billboardfrag.glsl
+++ b/
billboardfrag.glsl
@@
-13,7
+13,7
@@
void main() {
return;
}
if (debug) {
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
return;
}
// Cf = color from fragment, Ct = color from texture
@@
-25,7
+25,7
@@
void main() {
// GL_MODULATE: C
// C = Cf * Ct
// A = Af * At
// GL_MODULATE: C
// C = Cf * Ct
// A = Af * At
- FragColor = color *
f;
+ FragColor = color *
(f + 0.03); // the +0.03 is a hack to get lighter clouds!
} else {
// "That is, the colors in the frame buffer are multiplied by the
// attenuation ratio of the billboard texture and then the colors in
} else {
// "That is, the colors in the frame buffer are multiplied by the
// attenuation ratio of the billboard texture and then the colors in