// local up
float av = thesky->get_visibility();
if (av > 45000.0) av = 45000.0;
- float visibility_norm = av/45000.0;
- float visibility_inv = 1.0 - visibility_norm;
+ float visibility_log = log(av)/11.0;
+ float visibility_inv = (45000.0 - av)/45000.0;
float deg = _sun_angle * SGD_RADIANS_TO_DEGREES;
SG_LOG( SG_EVENT, SG_DEBUG, " Sun angle = " << deg );
- float ambient = _ambient_tbl->interpolate( deg ) + visibility_inv/2;
+ float ambient = _ambient_tbl->interpolate( deg ) + visibility_inv/10;
float diffuse = _diffuse_tbl->interpolate( deg );
- float specular = _specular_tbl->interpolate( deg ) * visibility_norm;
+ float specular = _specular_tbl->interpolate( deg ) * visibility_log;
float sky_brightness = _sky_tbl->interpolate( deg );
SG_LOG( SG_EVENT, SG_DEBUG,
}
gamma_correct_rgb( _cloud_color.data() );
- SGVec4f sun_color = thesky->get_sun_color();
- _scene_ambient[0] = _fog_color[0] * ambient;
- _scene_ambient[1] = _fog_color[1] * ambient;
- _scene_ambient[2] = _fog_color[2] * ambient;
+ _scene_ambient[0] = _fog_color[0] * _cloud_color[0] * ambient;
+ _scene_ambient[1] = _fog_color[1] * _cloud_color[1] * ambient;
+ _scene_ambient[2] = _fog_color[2] * _cloud_color[2] * ambient;
_scene_ambient[3] = 1.0;
+ SGVec4f sun_color = thesky->get_sun_color();
_scene_diffuse[0] = (sun_color[0]*0.4 + _fog_color[0]*0.6) * diffuse;
_scene_diffuse[1] = (sun_color[1]*0.4 + _fog_color[1]*0.6) * diffuse;
_scene_diffuse[2] = (sun_color[2]*0.4 + _fog_color[2]*0.6) * diffuse;