diff --git a/shaders/clouds_march.comp b/shaders/clouds_march.comp index 0c286c70..caf80ad6 100644 --- a/shaders/clouds_march.comp +++ b/shaders/clouds_march.comp @@ -26,9 +26,10 @@ layout(location = 6) uniform ivec2 rows; // lowest elevation of the panorama (radians); its rows go with the square of the height, denser at the horizon const float PANORAMA_LOW = -0.1; // scales of the light of the clouds against the shading of the surfaces (light_common.glsl: SUN_DIFFUSE_SCALE, AMBIENT_SCALE), -// times the tuning of the debug window (weather_sun_color.w, weather_ambient.w). the sky light about as the shaded faces get it: -// more of it greys the shaded sides of the clouds into a flat pastel -const float CLOUD_SUN_SCALE = 1.5; +// times the tuning of the debug window (weather_sun_color.w, weather_ambient.w). the sunlight three times that of the sunlit faces, +// set by eye in the simulator: the sunlit sides of real cumulus are several times brighter than the sky around them. the sky light +// about as the shaded faces get it: more of it greys the shaded sides of the clouds into a flat pastel +const float CLOUD_SUN_SCALE = 4.5; const float CLOUD_AMBIENT_SCALE = 0.6; // the ground under the clouds lights their bases back with this share of the light falling on it const float CLOUD_GROUND_ALBEDO = 0.2;