"\n"
"float luminance( vec3 v )\n"
"{\n"
-" return dot( v, vec3(0.2126, 0.7152, 0.0722) );\n"
+" return dot( v, vec3(0.2126, 0.7052, 0.0722) );\n"
"}\n"
"\n"
"vec3 clearskies_ambient( vec3 dir )\n"
" ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
" \n"
" /* Add gradient */\n"
-" ambient -= sky_gradient * luminance(ambient);\n"
+" ambient -= sky_gradient * luminance(ambient)*1.6;\n"
" \n"
" return ambient;\n"
"}\n"
" }\n"
" }\n"
" \n"
-" vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
+" vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
" return composite;\n"
"}\n"
"\n"
"\n"
"float luminance( vec3 v )\n"
"{\n"
-" return dot( v, vec3(0.2126, 0.7152, 0.0722) );\n"
+" return dot( v, vec3(0.2126, 0.7052, 0.0722) );\n"
"}\n"
"\n"
"vec3 clearskies_ambient( vec3 dir )\n"
" ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
" \n"
" /* Add gradient */\n"
-" ambient -= sky_gradient * luminance(ambient);\n"
+" ambient -= sky_gradient * luminance(ambient)*1.6;\n"
" \n"
" return ambient;\n"
"}\n"
" }\n"
" }\n"
" \n"
-" vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
+" vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
" return composite;\n"
"}\n"
"\n"
"\n"
"float luminance( vec3 v )\n"
"{\n"
-" return dot( v, vec3(0.2126, 0.7152, 0.0722) );\n"
+" return dot( v, vec3(0.2126, 0.7052, 0.0722) );\n"
"}\n"
"\n"
"vec3 clearskies_ambient( vec3 dir )\n"
" ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
" \n"
" /* Add gradient */\n"
-" ambient -= sky_gradient * luminance(ambient);\n"
+" ambient -= sky_gradient * luminance(ambient)*1.6;\n"
" \n"
" return ambient;\n"
"}\n"
" }\n"
" }\n"
" \n"
-" vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
+" vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
" return composite;\n"
"}\n"
"\n"
"\n"
"float luminance( vec3 v )\n"
"{\n"
-" return dot( v, vec3(0.2126, 0.7152, 0.0722) );\n"
+" return dot( v, vec3(0.2126, 0.7052, 0.0722) );\n"
"}\n"
"\n"
"vec3 clearskies_ambient( vec3 dir )\n"
" ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
" \n"
" /* Add gradient */\n"
-" ambient -= sky_gradient * luminance(ambient);\n"
+" ambient -= sky_gradient * luminance(ambient)*1.6;\n"
" \n"
" return ambient;\n"
"}\n"
" }\n"
" }\n"
" \n"
-" vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
+" vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
" return composite;\n"
"}\n"
"\n"
"\n"
"float luminance( vec3 v )\n"
"{\n"
-" return dot( v, vec3(0.2126, 0.7152, 0.0722) );\n"
+" return dot( v, vec3(0.2126, 0.7052, 0.0722) );\n"
"}\n"
"\n"
"vec3 clearskies_ambient( vec3 dir )\n"
" ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
" \n"
" /* Add gradient */\n"
-" ambient -= sky_gradient * luminance(ambient);\n"
+" ambient -= sky_gradient * luminance(ambient)*1.6;\n"
" \n"
" return ambient;\n"
"}\n"
" }\n"
" }\n"
" \n"
-" vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
+" vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
" return composite;\n"
"}\n"
"\n"
"\n"
"float luminance( vec3 v )\n"
"{\n"
-" return dot( v, vec3(0.2126, 0.7152, 0.0722) );\n"
+" return dot( v, vec3(0.2126, 0.7052, 0.0722) );\n"
"}\n"
"\n"
"vec3 clearskies_ambient( vec3 dir )\n"
" ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
" \n"
" /* Add gradient */\n"
-" ambient -= sky_gradient * luminance(ambient);\n"
+" ambient -= sky_gradient * luminance(ambient)*1.6;\n"
" \n"
" return ambient;\n"
"}\n"
" }\n"
" }\n"
" \n"
-" vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
+" vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
" return composite;\n"
"}\n"
"\n"
"\n"
"float luminance( vec3 v )\n"
"{\n"
-" return dot( v, vec3(0.2126, 0.7152, 0.0722) );\n"
+" return dot( v, vec3(0.2126, 0.7052, 0.0722) );\n"
"}\n"
"\n"
"vec3 clearskies_ambient( vec3 dir )\n"
" ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
" \n"
" /* Add gradient */\n"
-" ambient -= sky_gradient * luminance(ambient);\n"
+" ambient -= sky_gradient * luminance(ambient)*1.6;\n"
" \n"
" return ambient;\n"
"}\n"
" }\n"
" }\n"
" \n"
-" vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
+" vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
" return composite;\n"
"}\n"
"\n"
"\n"
"float luminance( vec3 v )\n"
"{\n"
-" return dot( v, vec3(0.2126, 0.7152, 0.0722) );\n"
+" return dot( v, vec3(0.2126, 0.7052, 0.0722) );\n"
"}\n"
"\n"
"vec3 clearskies_ambient( vec3 dir )\n"
" ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
" \n"
" /* Add gradient */\n"
-" ambient -= sky_gradient * luminance(ambient);\n"
+" ambient -= sky_gradient * luminance(ambient)*1.6;\n"
" \n"
" return ambient;\n"
"}\n"
" }\n"
" }\n"
" \n"
-" vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
+" vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
" return composite;\n"
"}\n"
"\n"
"\n"
"float luminance( vec3 v )\n"
"{\n"
-" return dot( v, vec3(0.2126, 0.7152, 0.0722) );\n"
+" return dot( v, vec3(0.2126, 0.7052, 0.0722) );\n"
"}\n"
"\n"
"vec3 clearskies_ambient( vec3 dir )\n"
" ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
" \n"
" /* Add gradient */\n"
-" ambient -= sky_gradient * luminance(ambient);\n"
+" ambient -= sky_gradient * luminance(ambient)*1.6;\n"
" \n"
" return ambient;\n"
"}\n"
" }\n"
" }\n"
" \n"
-" vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
+" vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
" return composite;\n"
"}\n"
"\n"
"\n"
"float luminance( vec3 v )\n"
"{\n"
-" return dot( v, vec3(0.2126, 0.7152, 0.0722) );\n"
+" return dot( v, vec3(0.2126, 0.7052, 0.0722) );\n"
"}\n"
"\n"
"vec3 clearskies_ambient( vec3 dir )\n"
" ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
" \n"
" /* Add gradient */\n"
-" ambient -= sky_gradient * luminance(ambient);\n"
+" ambient -= sky_gradient * luminance(ambient)*1.6;\n"
" \n"
" return ambient;\n"
"}\n"
" }\n"
" }\n"
" \n"
-" vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
+" vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
" return composite;\n"
"}\n"
"\n"
"\n"
"float luminance( vec3 v )\n"
"{\n"
-" return dot( v, vec3(0.2126, 0.7152, 0.0722) );\n"
+" return dot( v, vec3(0.2126, 0.7052, 0.0722) );\n"
"}\n"
"\n"
"vec3 clearskies_ambient( vec3 dir )\n"
" ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
" \n"
" /* Add gradient */\n"
-" ambient -= sky_gradient * luminance(ambient);\n"
+" ambient -= sky_gradient * luminance(ambient)*1.6;\n"
" \n"
" return ambient;\n"
"}\n"
" }\n"
" }\n"
" \n"
-" vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
+" vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
" return composite;\n"
"}\n"
"\n"
"\n"
"float luminance( vec3 v )\n"
"{\n"
-" return dot( v, vec3(0.2126, 0.7152, 0.0722) );\n"
+" return dot( v, vec3(0.2126, 0.7052, 0.0722) );\n"
"}\n"
"\n"
"vec3 clearskies_ambient( vec3 dir )\n"
" ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
" \n"
" /* Add gradient */\n"
-" ambient -= sky_gradient * luminance(ambient);\n"
+" ambient -= sky_gradient * luminance(ambient)*1.6;\n"
" \n"
" return ambient;\n"
"}\n"
" }\n"
" }\n"
" \n"
-" vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
+" vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
" return composite;\n"
"}\n"
"\n"
"#line 18 0 \n"
"\n"
"vec4 water_surf( vec3 halfview, vec3 vnorm, float depthvalue, \n"
-" vec4 beneath, vec4 above )\n"
+" vec4 beneath, vec4 above, vec4 dudva )\n"
"{\n"
" vec3 surface_tint = mix(uShoreColour, uOceanColour, depthvalue);\n"
"\n"
" // Depth \n"
" float depthblend = pow( beneath.r, 0.8 );\n"
"\n"
-" // Composite\n"
-" vec3 vsurface = mix(surface_tint, above.rgb, ffresnel );\n"
-" //vsurface += spec;\n"
+" // Foam\n"
+" float fband = fract( aCo.z*0.02+uTime*0.1+depthvalue*10.0 );\n"
+" fband = step( fband+dudva.a*0.8, 0.3 ) * max((1.0-depthvalue*4.0),0.0);\n"
"\n"
-" return vec4( vsurface,depthblend );\n"
+" vec4 surf = mix( vec4(surface_tint,depthblend), \n"
+" vec4(1.0,1.0,1.0,0.5), fband );\n"
+" surf.rgb = scene_compute_lighting( surf.rgb, aNorm.xyz, aWorldCo );\n"
+" surf.rgb = mix(surf.rgb, above.rgb, ffresnel );\n"
+" return surf;\n"
"}\n"
"\n"
"void main()\n"
" vec3 surfnorm = dudva.rgb + dudvb.rgb;\n"
" surfnorm = normalize(vec3(0.0,1.0,0.0) + dudva.xyz*0.4 + dudvb.xyz*0.1);\n"
" \n"
-" // Foam\n"
-" float fband = fract( aCo.z*0.02+uTime*0.1+depthvalue*10.0 );\n"
-" fband = step( fband+dudva.a*0.8, 0.3 ) * max((1.0-depthvalue*4.0),0.0);\n"
-"\n"
" // Lighting\n"
" vec3 halfview = -normalize( aCo-uCamera );\n"
"\n"
" float fdist = pow(length( aCo.xz-uCamera.xz ) * 0.00047, 2.6);\n"
"\n"
" // Composite\n"
-" vec4 vsurface = water_surf( halfview, surfnorm, depthvalue, beneath, above );\n"
+" vec4 vsurface = water_surf( halfview, surfnorm, depthvalue, beneath, above, dudva );\n"
" vsurface.a -= fdist;\n"
-" oColour = mix( vsurface, vec4(1.0,1.0,1.0,0.5), fband );\n"
-" oColour.rgb = scene_compute_lighting( oColour.rgb, aNorm.xyz, aWorldCo );\n"
+"\n"
+" oColour = vsurface;\n"
"}\n"
""},
};
"\n"
"float luminance( vec3 v )\n"
"{\n"
-" return dot( v, vec3(0.2126, 0.7152, 0.0722) );\n"
+" return dot( v, vec3(0.2126, 0.7052, 0.0722) );\n"
"}\n"
"\n"
"vec3 clearskies_ambient( vec3 dir )\n"
" ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
" \n"
" /* Add gradient */\n"
-" ambient -= sky_gradient * luminance(ambient);\n"
+" ambient -= sky_gradient * luminance(ambient)*1.6;\n"
" \n"
" return ambient;\n"
"}\n"
" }\n"
" }\n"
" \n"
-" vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
+" vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
" return composite;\n"
"}\n"
"\n"
"\n"
"float luminance( vec3 v )\n"
"{\n"
-" return dot( v, vec3(0.2126, 0.7152, 0.0722) );\n"
+" return dot( v, vec3(0.2126, 0.7052, 0.0722) );\n"
"}\n"
"\n"
"vec3 clearskies_ambient( vec3 dir )\n"
" ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
" \n"
" /* Add gradient */\n"
-" ambient -= sky_gradient * luminance(ambient);\n"
+" ambient -= sky_gradient * luminance(ambient)*1.6;\n"
" \n"
" return ambient;\n"
"}\n"
" }\n"
" }\n"
" \n"
-" vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
+" vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
" return composite;\n"
"}\n"
"\n"
"\n"
"float luminance( vec3 v )\n"
"{\n"
-" return dot( v, vec3(0.2126, 0.7152, 0.0722) );\n"
+" return dot( v, vec3(0.2126, 0.7052, 0.0722) );\n"
"}\n"
"\n"
"vec3 clearskies_ambient( vec3 dir )\n"
" ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
" \n"
" /* Add gradient */\n"
-" ambient -= sky_gradient * luminance(ambient);\n"
+" ambient -= sky_gradient * luminance(ambient)*1.6;\n"
" \n"
" return ambient;\n"
"}\n"
" }\n"
" }\n"
" \n"
-" vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
+" vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
" return composite;\n"
"}\n"
"\n"
"\n"
"float luminance( vec3 v )\n"
"{\n"
-" return dot( v, vec3(0.2126, 0.7152, 0.0722) );\n"
+" return dot( v, vec3(0.2126, 0.7052, 0.0722) );\n"
"}\n"
"\n"
"vec3 clearskies_ambient( vec3 dir )\n"
" ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
" \n"
" /* Add gradient */\n"
-" ambient -= sky_gradient * luminance(ambient);\n"
+" ambient -= sky_gradient * luminance(ambient)*1.6;\n"
" \n"
" return ambient;\n"
"}\n"
" }\n"
" }\n"
" \n"
-" vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
+" vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
" return composite;\n"
"}\n"
"\n"
"\n"
"float luminance( vec3 v )\n"
"{\n"
-" return dot( v, vec3(0.2126, 0.7152, 0.0722) );\n"
+" return dot( v, vec3(0.2126, 0.7052, 0.0722) );\n"
"}\n"
"\n"
"vec3 clearskies_ambient( vec3 dir )\n"
" ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
" \n"
" /* Add gradient */\n"
-" ambient -= sky_gradient * luminance(ambient);\n"
+" ambient -= sky_gradient * luminance(ambient)*1.6;\n"
" \n"
" return ambient;\n"
"}\n"
" }\n"
" }\n"
" \n"
-" vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
+" vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
" return composite;\n"
"}\n"
"\n"
"\n"
"float luminance( vec3 v )\n"
"{\n"
-" return dot( v, vec3(0.2126, 0.7152, 0.0722) );\n"
+" return dot( v, vec3(0.2126, 0.7052, 0.0722) );\n"
"}\n"
"\n"
"vec3 clearskies_ambient( vec3 dir )\n"
" ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
" \n"
" /* Add gradient */\n"
-" ambient -= sky_gradient * luminance(ambient);\n"
+" ambient -= sky_gradient * luminance(ambient)*1.6;\n"
" \n"
" return ambient;\n"
"}\n"
" }\n"
" }\n"
" \n"
-" vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
+" vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
" return composite;\n"
"}\n"
"\n"
"\n"
"float luminance( vec3 v )\n"
"{\n"
-" return dot( v, vec3(0.2126, 0.7152, 0.0722) );\n"
+" return dot( v, vec3(0.2126, 0.7052, 0.0722) );\n"
"}\n"
"\n"
"vec3 clearskies_ambient( vec3 dir )\n"
" ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
" \n"
" /* Add gradient */\n"
-" ambient -= sky_gradient * luminance(ambient);\n"
+" ambient -= sky_gradient * luminance(ambient)*1.6;\n"
" \n"
" return ambient;\n"
"}\n"
" }\n"
" }\n"
" \n"
-" vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
+" vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
" return composite;\n"
"}\n"
"\n"
"\n"
"float luminance( vec3 v )\n"
"{\n"
-" return dot( v, vec3(0.2126, 0.7152, 0.0722) );\n"
+" return dot( v, vec3(0.2126, 0.7052, 0.0722) );\n"
"}\n"
"\n"
"vec3 clearskies_ambient( vec3 dir )\n"
" ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
" \n"
" /* Add gradient */\n"
-" ambient -= sky_gradient * luminance(ambient);\n"
+" ambient -= sky_gradient * luminance(ambient)*1.6;\n"
" \n"
" return ambient;\n"
"}\n"
" }\n"
" }\n"
" \n"
-" vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
+" vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
" return composite;\n"
"}\n"
"\n"