Oopsie, sorted out some comments.

This commit is contained in:
AnotherCommander 2019-03-07 20:55:58 +01:00
parent cdaf689263
commit 3981bfaf47

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@ -71,6 +71,8 @@ void main()
// mix in some light blue color
totalColor += diffuseColor * vec3(0.85, 0.85, 1.0);
// create a fresnel torus around the planet - opacity is proportional to it
// multiply NdotV by a constant less than 1.0 to create haze
vec3 fresnel = vec3(pow(1.0 - (NdotV * 0.3), kFresnelExponent));
// mix the bias color now
@ -92,10 +94,6 @@ void main()
float quant = atmDistance < (minDistance + 2000.0) ?
magicDistance / 2000.0 : 1.0;
// create a fresnel torus around the planet - opacity is proportional to it
// multiply NdotV by a constant less than 1.0 to create haze
//vec3 fresnel = vec3(pow(1.0 - (NdotV * 0.3), kFresnelExponent));
// calculate the final opacity, special handling for
// angles > arccos(cosThreshold) to fade atmosphere out at its edge
float newOpacity = quant * max(0.01, NdotL) * (NdotV > cosThreshold ?