// update the cloud colors for sunrise/sunset effects (darken them)
if (sun_angle > 1.0) {
- float sun2 = pow(sun_angle, 1.4);
+ float sun2 = sqrt(sun_angle);
cloud_color[0] /= sun2;
cloud_color[1] /= sun2;
cloud_color[2] /= sun2;
#else
- float rf1 = 0.1 + fabs((rotation - SG_PI) / SG_PI) * 0.8; // 0.1 .. 0.9
+ float rf1 = fabs((rotation - SG_PI) / SG_PI); // 0.0 .. 1.0
float rf2 = rf1 * rf1;
float rf3 = 1.0 - rf1;
float *sun_color = thesky->get_sun_color();
- float s_red = fog_color[0] * (1.26 - sun_color[0]/4.0); // 100% red
- float s_green = fog_color[1] * (0.45 + sun_color[1]/2.0); // 40% green
+ float s_red = fog_color[0] * (1.25 - sun_color[0]/4.0); // 100% red
+ float s_green = fog_color[1] * (0.48 + sun_color[1]/1.923); // 40% green
float s_blue = fog_color[2] * sun_color[2]; // 0% blue
- float f_brightness = (sun_angle > 1.0) ? sun_angle : 1.0;
+ float f_brightness = (sun_angle > 1.0) ? sqrt(sun_angle) : 1.0;
float f_red = fog_color[0] / f_brightness;
float f_green = fog_color[1] / f_brightness;
float f_blue = (fog_color[2] / f_brightness) * pow(sun_color[2], 1/3);
}
-
-