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authorJosh Rahm <joshua.rahm@colorado.edu>2013-12-10 21:32:22 -0700
committerJosh Rahm <joshua.rahm@colorado.edu>2013-12-10 21:32:22 -0700
commit0be708be662395f1ff68889db8d06713b253bef0 (patch)
tree977bd7eff35e618c638c7b1f78289fc1df4aa4f0
parent2e297229c65eeb6ec899a6f77bd333c7abc331e4 (diff)
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made fallback shader look sexy
-rw-r--r--shaders/earth_fallback.fp12
1 files changed, 6 insertions, 6 deletions
diff --git a/shaders/earth_fallback.fp b/shaders/earth_fallback.fp
index 872d45b..f5f8289 100644
--- a/shaders/earth_fallback.fp
+++ b/shaders/earth_fallback.fp
@@ -16,13 +16,13 @@ void main()
vec4 color = texture2D(tex,gl_TexCoord[0].xy);
- float bluef2 = (1.0f / (1.0f + exp(c * 20.0f))) * light;
- float redf2 = (1.0f / (1.0f + exp(c * 20.0f))) * pow(light,2.0) * light;
+ float bluef2 = (1.0f / (1.0f + exp(c * 15.0f))) * light;
+ float redf2 = (1.0f / (1.0f + exp(c * 15.0f))) * pow(light,2.0) * light;
float greenf2 = redf2;
/* Each color has its own drop off rate */
- float bluef = pow(light, 3.0) ;
+ float bluef = pow(light, 4.0) ;
float greenf = pow(light, 2.0) ;
float redf = pow(light, 1.0) ;
@@ -31,8 +31,8 @@ void main()
if( redf < 0.0 ) redf = 0.0 ;
gl_FragColor = vec4(
- redf*color[0] + 1000.0*redf2,
- greenf*color[1] + 1000.0*greenf2,
- bluef*color[2] + 1000.0*bluef2,
+ redf*color[0] + 10.0*redf2,
+ greenf*color[1] + 10.0*greenf2,
+ bluef*color[2] + 10.0*bluef2,
1.0 );
}