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Various changes and fixes
Hopefully this works, I haven't yet checked in detail for any problems.
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14 changed files with 72 additions and 56 deletions
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@ -57,7 +57,7 @@ uniform float xyPerspectiveBias1;
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uniform float zPerspectiveBias;
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#ifdef ENABLE_TINTED_SUNLIGHT
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uniform vec3 beta_r0_l;
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uniform vec3 scattering_coefficients;
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#endif
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#ifdef ENABLE_DYNAMIC_SHADOWS
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@ -155,11 +155,11 @@ float snoise(vec3 p)
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vec3 getDirectLightScatteringAtGround(vec3 v_LightDirection)
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{
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// Based on talk at 2002 Game Developers Conference by Naty Hoffman and Arcot J. Preetham
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const float beta_r0 = 1e-5; // Rayleigh scattering beta
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const float unit_conversion = 1e-5; // Rayleigh scattering beta
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const float atmosphere_height = 15000.; // height of the atmosphere in meters
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// sun/moon light at the ground level, after going through the atmosphere
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return exp(-beta_r0_l * beta_r0 * atmosphere_height / (1e-5 - dot(v_LightDirection, vec3(0., 1., 0.))));
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return exp(-scattering_coefficients * unit_conversion * atmosphere_height / (1e-5 - dot(v_LightDirection, vec3(0., 1., 0.))));
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}
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#endif
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@ -221,7 +221,7 @@ void main(void)
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// The alpha gives the ratio of sunlight in the incoming light.
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nightRatio = 1.0 - color.a;
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color.rgb = color.rgb * (color.a * dayLight.rgb +
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nightRatio * 2.0 * artificialLight.rgb) * 2.0;
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nightRatio * max(artificialLight.rgb, vec3(0.0))) * 2.0;
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color.a = 1.0;
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// Emphase blue a bit in darker places
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