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Limb darkening #2047
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Limb darkening #2047
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@@ -2905,14 +2910,13 @@ ShaderManager::buildAtmosphereFragmentShader(const ShaderProperties& props) | |||
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// Sum the contributions from each light source | |||
source += "vec3 color = vec3(0.0);\n"; | |||
source += "vec3 V = normalize(eyeDir);\n"; |
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eyeDir
is already normalized since we implemented per-pixel shading.
@@ -21,12 +21,14 @@ class Texture; | |||
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struct RenderInfo | |||
{ | |||
Color color{ 1.0f, 1.0f, 1.0f }; |
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reodering is to decrease the struct size
@@ -460,12 +460,15 @@ class Renderer | |||
Surface* surface{ nullptr }; | |||
const Atmosphere* atmosphere{ nullptr }; | |||
RingSystem* rings{ nullptr }; | |||
LightingState::EclipseShadowVector* eclipseShadows{ nullptr }; | |||
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Eigen::Quaternionf orientation{ Eigen::Quaternionf::Identity() }; |
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reodering is to decrease the struct size
Is it just me, or is there a sprite (or something similar) in the center of the star that increases the brightness and causes some colors to overexpose? |
I also think that atmospheres, as a workaround for the glow effect, should be removed |
Yes, there is a big quad (sprite) if front of the Sun. |
Quality Gate passedKudos, no new issues were introduced! 0 New issues |
btw, in old HDR code atmosphere is disabled: #ifndef USE_HDR
Atmosphere atmosphere;
// Use atmosphere effect to give stars a fuzzy fringe
if (star.hasCorona() && rp.geometry == InvalidResource)
{
Color atmColor(color.red() * 0.5f, color.green() * 0.5f, color.blue() * 0.5f);
atmosphere.height = radius * CoronaHeight;
atmosphere.lowerColor = atmColor;
atmosphere.upperColor = atmColor;
atmosphere.skyColor = atmColor;
rp.atmosphere = &atmosphere;
}
else
#endif
rp.atmosphere = NULL; |
Quality Gate passedIssues Measures |
published for testing and getting response.
With atmospheres it looks… weird.