Parameter tuning for RenderableStars

This commit is contained in:
Alexander Bock
2015-02-16 19:12:05 +01:00
parent 6791fe52f7
commit 92d5d2ee3c
3 changed files with 3 additions and 3 deletions

View File

@@ -73,7 +73,7 @@ void main() {
// These can be removed once we get a better star psf texture ---abock
vec4 textureColor = texture(psfTexture, texCoord);
textureColor.a = (textureColor.a - 0.25) / (0.75);
textureColor.a = (textureColor.a - 0.25) / (0.85);
vec4 fullColor = textureColor * color;
if (fullColor.a <= 0.125)

View File

@@ -68,7 +68,7 @@ void main() {
float M = vs_brightness[0].z;
M = clamp(M, 1.0, 5.0);
float modifiedSpriteSize = exp((-18 - M) * 0.871) * 200000 ;
float modifiedSpriteSize = exp((-5 - M) * 0.871);
for(int i = 0; i < 4; i++){
vec4 p1 = gl_in[0].gl_Position;

View File

@@ -499,7 +499,7 @@ void RenderableStars::createDataSlice(ColorOption option) {
float distLy = _fullData[i + 6];
float normalizedDist = (distLy - minDistance) / (maxDistance - minDistance);
float distance = 18.f - normalizedDist / 2.f ;
float distance = 18.f - normalizedDist / 1.f ;
psc position = psc(glm::vec4(p, distance));