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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-10-17 01:39:20 +02:00

Improve skybox

This commit is contained in:
2026-09-14 21:11:08 +02:00
parent 766a957527
commit 8df81eb46d
2 changed files with 22 additions and 2 deletions

View File

@@ -218,7 +218,10 @@ void CSkyDome::RebuildColors() {
vertex = glm::normalize( m_vertices[ i ] );
// angle between sun and vertex
const float gamma = std::acos( glm::dot( vertex, m_sundirection ) );
// NOTE: the dot product can exceed the [ -1, 1 ] range by a rounding error,
// which would turn the vertex - and, through the averages, the fog and ambient
// light - into a NaN, so it gets clamped before feeding it to acos()
const float gamma = std::acos( std::clamp( glm::dot( vertex, m_sundirection ), -1.0f, 1.0f ) );
// warning : major hack!!! .. i had to do something with values under horizon
//vertex.y = Clamp<float>( vertex.y, 0.05f, 1.0f );

View File

@@ -10,9 +10,26 @@ layout(location = 0) out vec4 out_color;
layout(location = 1) out vec4 out_motion;
#endif
// the skydome vertex colours carry Perez luminance scaled by a fixed exposure
// (see CSkyDome::SetExposure), so the circumsolar region and the horizon band
// routinely land well above 1.0. hard-clipping them, as this shader used to do,
// flattened everything within ~20 degrees of the sun - and most of the lower sky -
// into one solid white patch. compress the top end instead: below the knee the
// response is unchanged, above it it rolls off towards SKY_SHOULDER_WHITE, so the
// brightness gradient around the sun survives and the patch keeps a soft edge.
const float SKY_SHOULDER_KNEE = 0.25;
const float SKY_SHOULDER_WHITE = 0.95;
vec3 sky_shoulder(vec3 color)
{
const float range = SKY_SHOULDER_WHITE - SKY_SHOULDER_KNEE;
vec3 excess = max(color - vec3(SKY_SHOULDER_KNEE), vec3(0.0));
return min(color, vec3(SKY_SHOULDER_KNEE)) + range * (vec3(1.0) - exp(-excess / range));
}
void main()
{
vec3 col = clamp(pow(f_color.rgb, vec3(2.2)),0, 1);
vec3 col = sky_shoulder(pow(max(f_color.rgb, vec3(0.0)), vec3(2.2)));
#if POSTFX_ENABLED
out_color = vec4(apply_fog(col), 1.0f);
#else