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-rw-r--r--shaders/earth_fallback.fp28
1 files changed, 15 insertions, 13 deletions
diff --git a/shaders/earth_fallback.fp b/shaders/earth_fallback.fp
index c8d6d2a..872d45b 100644
--- a/shaders/earth_fallback.fp
+++ b/shaders/earth_fallback.fp
@@ -10,27 +10,29 @@ void main()
{
vec3 fragNormal = normalize( fragmentNormal ) ;
- float f = dot( fragNormal, normalize( lightVector ) );
+ float light = dot( fragNormal, normalize( lightVector ) );
float c = dot( fragNormal, normalize( cameraVector ) );
c = (c - 0.5) * 2.0 ;
- vec4 color = texture2D(tex,gl_TexCoord[0].xy + vec2( 0.5, -0.2 ));
+ vec4 color = texture2D(tex,gl_TexCoord[0].xy);
- float bluef = (1.0f / (1.0f + exp(-f * 150.0f)));
-
- float bluef2 = (1.0f / (1.0f + exp(c * 20.0f))) * f;
- float redf2 = (1.0f / (1.0f + exp(c * 20.0f))) * pow(f,2) * f;
+ 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 greenf2 = redf2;
- float alpha = (1.0f / (1.0f + exp(c * 30.0f))) * f;
-
/* Each color has its own drop off rate */
- float greenf = (1.0f / (1.0f + exp(-f * 60.0f)));
- float redf = (1.0f / (1.0f + exp(-f * 30.0f)));
+
+ float bluef = pow(light, 3.0) ;
+ float greenf = pow(light, 2.0) ;
+ float redf = pow(light, 1.0) ;
+
+ if( bluef < 0.0 ) bluef = 0.0 ;
+ if( greenf < 0.0 ) greenf = 0.0 ;
+ if( redf < 0.0 ) redf = 0.0 ;
gl_FragColor = vec4(
- redf*color[0] + 1000.0*redf2,
+ redf*color[0] + 1000.0*redf2,
greenf*color[1] + 1000.0*greenf2,
- bluef*color[2] + 1000.0*bluef2,
- 1.0-1000.0*alpha );
+ bluef*color[2] + 1000.0*bluef2,
+ 1.0 );
}