X-Git-Url: https://git.lukelau.me/?p=clouds.git;a=blobdiff_plain;f=billboardfrag.glsl;fp=billboardfrag.glsl;h=39fd71d135d1d36fb9fe820fc9eef3a79082e9cc;hp=c2e480bf88a930278ffe6f472f8be86c02b1bddd;hb=152db1a5db951f77a55815b0ca7d9c5172fd8dea;hpb=e4bfe561fba2c32bf5ecdbf6a96067676ab313a2 diff --git a/billboardfrag.glsl b/billboardfrag.glsl index c2e480b..39fd71d 100644 --- a/billboardfrag.glsl +++ b/billboardfrag.glsl @@ -13,7 +13,7 @@ void main() { 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 @@ -25,7 +25,7 @@ void main() { // 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