From 5138f62aef31699e9f3bf514ac3cb14d4620778c Mon Sep 17 00:00:00 2001 From: Andrzej Kapolka Date: Wed, 8 May 2013 11:50:59 -0700 Subject: [PATCH] Use the "proper" alpha value (i.e., the one from the original shader). This makes the sky somewhat darker, but that probably just means we need more scattering or a brighter sun. --- interface/resources/shaders/SkyFromAtmosphere.frag | 2 +- interface/resources/shaders/SkyFromSpace.frag | 2 +- interface/src/Environment.cpp | 2 -- 3 files changed, 2 insertions(+), 4 deletions(-) diff --git a/interface/resources/shaders/SkyFromAtmosphere.frag b/interface/resources/shaders/SkyFromAtmosphere.frag index fb41786544..9f6cc39f1b 100644 --- a/interface/resources/shaders/SkyFromAtmosphere.frag +++ b/interface/resources/shaders/SkyFromAtmosphere.frag @@ -44,5 +44,5 @@ void main (void) float fCos = dot(v3LightPos, v3Direction) / length(v3Direction); float fMiePhase = 1.5 * ((1.0 - g2) / (2.0 + g2)) * (1.0 + fCos*fCos) / pow(1.0 + g2 - 2.0*g*fCos, 1.5); gl_FragColor = gl_Color + fMiePhase * gl_SecondaryColor; - gl_FragColor.a = 1.0; // gl_FragColor.b; + gl_FragColor.a = gl_FragColor.b; } diff --git a/interface/resources/shaders/SkyFromSpace.frag b/interface/resources/shaders/SkyFromSpace.frag index 1056320e07..be872c5dbd 100644 --- a/interface/resources/shaders/SkyFromSpace.frag +++ b/interface/resources/shaders/SkyFromSpace.frag @@ -44,5 +44,5 @@ void main (void) float fCos = dot(v3LightPos, v3Direction) / length(v3Direction); float fMiePhase = 1.5 * ((1.0 - g2) / (2.0 + g2)) * (1.0 + fCos*fCos) / pow(1.0 + g2 - 2.0*g*fCos, 1.5); gl_FragColor = gl_Color + fMiePhase * gl_SecondaryColor; - gl_FragColor.a = 1.0; // gl_FragColor.b; + gl_FragColor.a = gl_FragColor.b; } diff --git a/interface/src/Environment.cpp b/interface/src/Environment.cpp index e0d52fca38..c198e7b8bb 100644 --- a/interface/src/Environment.cpp +++ b/interface/src/Environment.cpp @@ -73,12 +73,10 @@ void Environment::renderAtmosphere(Camera& camera) { program->setUniform(locations[G_LOCATION], -0.990f); program->setUniform(locations[G2_LOCATION], -0.990f * -0.990f); - glFrontFace(GL_CW); glDepthMask(GL_FALSE); glDisable(GL_DEPTH_TEST); glutSolidSphere(getAtmosphereOuterRadius(), 100, 50); glDepthMask(GL_TRUE); - glFrontFace(GL_CCW); program->release();