sky-lights fix, graphics.skybox-resolution
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@@ -35,7 +35,7 @@ void main(){
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a_color = vec4(pow(light, vec3(u_gamma)),1.0f);
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a_texCoord = v_texCoord;
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vec3 skyLightColor = texture(u_cubemap, vec3(-0.4f, -0.4f, -0.4f)).rgb;
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vec3 skyLightColor = texture(u_cubemap, vec3(-0.4f, 0.05f, -0.4f)).rgb;
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skyLightColor.g *= 0.9;
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skyLightColor.b *= 0.8;
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skyLightColor = min(vec3(1.0), skyLightColor*SKY_LIGHT_MUL);
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@@ -244,10 +244,12 @@ uniform vec3 u_lightDir;
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uniform int u_quality;
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uniform float u_mie;
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#include <commons>
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void main() {
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vec3 camera_position = vec3(0.0f, PLANET_RADIUS+1.0f, 0.0f);
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vec3 camera_vector = normalize(u_xaxis * v_coord.x +
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u_yaxis * -v_coord.y -
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vec3 camera_vector = normalize(u_xaxis * v_coord.x*1.005 +
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u_yaxis * -v_coord.y*1.005 -
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u_zaxis);
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// hide darkness at horizon
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camera_vector.y = max(0.01, camera_vector.y)*(1.0-u_mie*0.08) + 0.08*u_mie;
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