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Merge pull request #519 from Geenz/master
Tweak atmospheric shaders assuming the values are intended to be linear to give them a seemingly "softer" appearance.
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commit
537e7902f0
2 changed files with 108 additions and 106 deletions
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@ -103,4 +103,5 @@ void main (void)
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float fMiePhase = 1.5 * ((1.0 - g2) / (2.0 + g2)) * (1.0 + fCos*fCos) / pow(1.0 + g2 - 2.0*g*fCos, 1.5);
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gl_FragColor.rgb = frontColor.rgb + fMiePhase * secondaryFrontColor.rgb;
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gl_FragColor.a = gl_FragColor.b;
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gl_FragColor.rgb = pow(gl_FragColor.rgb, vec3(1.0/2.2));
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}
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@ -110,4 +110,5 @@ void main (void)
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vec3 secondaryColor = v3FrontColor * fKmESun;
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gl_FragColor.rgb = color + fMiePhase * secondaryColor;
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gl_FragColor.a = gl_FragColor.b;
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gl_FragColor.rgb = pow(gl_FragColor.rgb, vec3(1.0/2.2));
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}
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