Fix issues with sun specularity (bug #4527)

pull/1936/head
Capostrophic 6 years ago
parent 7be9f2ca45
commit 52da65b776

@ -94,6 +94,7 @@
Bug #4503: Cast and ExplodeSpell commands increase alteration skill
Bug #4510: Division by zero in MWMechanics::CreatureStats::setAttribute
Bug #4519: Knockdown does not discard movement in the 1st-person mode
Bug #4527: Sun renders on water shader in some situations where it shouldn't
Bug #4531: Movement does not reset idle animations
Bug #4532: Underwater sfx isn't tied to 3rd person camera
Bug #4539: Paper Doll is affected by GUI scaling

@ -752,12 +752,15 @@ void WeatherManager::update(float duration, bool paused, const TimeStamp& time,
float underwaterFog = mUnderwaterFog.getValue(time.getHour(), mTimeSettings, "Fog");
float peakHour = mSunriseTime + (mSunsetTime - mSunriseTime) / 2;
float glareFade = 1.f;
if (time.getHour() < mSunriseTime || time.getHour() > mSunsetTime)
mRendering.getSkyManager()->setGlareTimeOfDayFade(0);
glareFade = 0.f;
else if (time.getHour() < peakHour)
mRendering.getSkyManager()->setGlareTimeOfDayFade(1 - (peakHour - time.getHour()) / (peakHour - mSunriseTime));
glareFade -= (peakHour - time.getHour()) / (peakHour - mSunriseTime);
else
mRendering.getSkyManager()->setGlareTimeOfDayFade(1 - (time.getHour() - peakHour) / (mSunsetTime - peakHour));
glareFade -= (time.getHour() - peakHour) / (mSunsetTime - peakHour);
mRendering.getSkyManager()->setGlareTimeOfDayFade(glareFade);
mRendering.getSkyManager()->setMasserState(mMasser.calculateState(time));
mRendering.getSkyManager()->setSecundaState(mSecunda.calculateState(time));
@ -765,7 +768,7 @@ void WeatherManager::update(float duration, bool paused, const TimeStamp& time,
mRendering.configureFog(mResult.mFogDepth, underwaterFog, mResult.mDLFogFactor,
mResult.mDLFogOffset/100.0f, mResult.mFogColor);
mRendering.setAmbientColour(mResult.mAmbientColor);
mRendering.setSunColour(mResult.mSunColor, mResult.mSunColor * mResult.mGlareView);
mRendering.setSunColour(mResult.mSunColor, mResult.mSunColor * mResult.mGlareView * glareFade);
mRendering.getSkyManager()->setWeather(mResult);

@ -286,6 +286,6 @@ void main(void)
#if REFRACTION
gl_FragData[0].w = 1.0;
#else
gl_FragData[0].w = clamp(fresnel*6.0 + specular, 0.0, 1.0); //clamp(fresnel*2.0 + specular, 0.0, 1.0);
gl_FragData[0].w = clamp(fresnel*6.0 + specular * gl_LightSource[0].specular.w, 0.0, 1.0); //clamp(fresnel*2.0 + specular * gl_LightSource[0].specular.w, 0.0, 1.0);
#endif
}

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