/** fog color */
float sqr_sky_brightness = sky_brightness * sky_brightness * _scattering;
_fog_color = base_fog_color * sqr_sky_brightness;
+ _fog_color[3] = base_fog_color[3];
gamma_correct_rgb( _fog_color.data() );
/** sky color */
static const SGVec4f one_vec( 1.0f, 1.0f, 1.0f, 1.0f);
SGVec4f overcast_color = (one_vec - base_sky_color) * _overcast;
_sky_color = (base_sky_color + overcast_color) * sky_brightness;
+ _sky_color[3] = base_sky_color[3];
gamma_correct_rgb( _sky_color.data() );
/** cloud color */
float sun2 = 1.0 / sqrt(_sun_angle);
_cloud_color *= sun2;
}
+ _cloud_color[3] = base_fog_color[3];
gamma_correct_rgb( _cloud_color.data() );
/** ambient light */
_scene_ambient = _fog_color * ambient;
+ _scene_ambient[3] = _fog_color[3];
gamma_correct_rgb( _scene_ambient.data() );
/** diffuse light */
SGSky* thesky = globals->get_renderer()->getSky();
SGVec4f color = thesky->get_scene_color();
_scene_diffuse = color * diffuse;
+ _scene_diffuse[3] = color[3];
gamma_correct_rgb( _scene_diffuse.data() );
SGVec4f chrome = _scene_ambient * .4f + _scene_diffuse;
/** specular light */
_sun_color = thesky->get_sun_color();
_scene_specular = _sun_color * specular;
+ _scene_specular[3] = _sun_color[3];
gamma_correct_rgb( _scene_specular.data() );
}
gamma = system_gamma * (0.9 - sif*avf);
_adj_fog_color = rf3 * _fog_color + rf2 * _sun_color;
+ _adj_fog_color[3] = 0;
gamma_correct_rgb( _adj_fog_color.data(), gamma);
// make sure the colors have their original value before they are being