Normalize surface normal in for Rednerable globe shader and enable water mask and night texture for LodEarth in osirisrex.

This commit is contained in:
Kalle Bladin
2016-08-29 13:48:05 -04:00
parent 84834f230d
commit e55cbaff8c
3 changed files with 9 additions and 13 deletions
@@ -167,8 +167,6 @@ vec4 getTileFragColor(){
#endif // USE_COLORTEXTURE
#if USE_WATERMASK
// TODO: Jonathas magic goes here here
// TODO: This function needs more parameters and should update the fragment color for water
color = calculateWater(
color,
fs_uv,
@@ -176,15 +174,13 @@ vec4 getTileFragColor(){
WaterMasks,
WaterMasksParent1,
WaterMasksParent2,
ellipsoidNormalCameraSpace,
lightDirectionCameraSpace,
normalize(ellipsoidNormalCameraSpace),
lightDirectionCameraSpace, // Should already be normalized
positionCameraSpace);
#endif // USE_WATERMASK
#if USE_NIGHTTEXTURE
// TODO: Jonathas magic goes here here
// TODO: This function needs more parameters and should update the fragment color for night texture
color = calculateNight(
color,
fs_uv,
@@ -192,13 +188,12 @@ vec4 getTileFragColor(){
NightTextures,
NightTexturesParent1,
NightTexturesParent2,
ellipsoidNormalCameraSpace,
lightDirectionCameraSpace);
normalize(ellipsoidNormalCameraSpace),
lightDirectionCameraSpace); // Should already be normalized
#endif // USE_NIGHTTEXTURE
#if USE_ATMOSPHERE
// TODO: Jonathas magic goes here here
color = color + vec4(0.5,0.5,1,0) * 0.3; // Just to see something for now
#endif // USE_ATMOSPHERE