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mars sky and lighting tweaks (#10)
* mars sky and lighting tweaks * fix daytime light color
1 parent 9a7b823 commit 5d338f6

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2 files changed

+13
-13
lines changed

2 files changed

+13
-13
lines changed

shaders/ad_astra_config/lightAndAmbientColors.glsl

Lines changed: 6 additions & 6 deletions
Original file line numberDiff line numberDiff line change
@@ -93,9 +93,9 @@
9393
vec3 ambientColor = mix(clearAmbientColor, rainAmbientColor, rainFactor);
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#elif defined(WORLD_MARS)
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#ifndef COMPOSITE
96-
vec3 noonClearLightColor = vec3(0.45, 0.20, 0.08) * 1.0; // Reduced brightness
96+
vec3 noonClearLightColor = vec3(0.55, 0.45, 0.4) * 1.0; // Reduced brightness
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#else
98-
vec3 noonClearLightColor = vec3(0.4, 0.18, 0.06) * 0.85; // Reduced brightness
98+
vec3 noonClearLightColor = vec3(0.5, 0.40, 0.38) * 0.85; // Reduced brightness
9999
#endif
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vec3 noonClearAmbientColor = pow(skyColor, vec3(0.65)) * 0.75; // Slightly dimmer ambient
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@@ -107,13 +107,13 @@
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vec3 sunsetClearAmbientColor = noonClearAmbientColor * vec3(0.75, 0.65, 0.65) * 0.6; // Slightly dimmer ambient
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109109
#if !defined COMPOSITE && !defined DEFERRED1
110-
vec3 nightClearLightColor = vec3(0.05, 0.04, 0.04) * (0.4 + vsBrightness * 0.3);
110+
vec3 nightClearLightColor = vec3(0.14, 0.12, 0.10) * (0.45 + vsBrightness * 0.35);
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#elif defined DEFERRED1
112-
vec3 nightClearLightColor = vec3(0.04, 0.03, 0.03);
112+
vec3 nightClearLightColor = vec3(0.12, 0.11, 0.09);
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#else
114-
vec3 nightClearLightColor = vec3(0.05, 0.04, 0.04);
114+
vec3 nightClearLightColor = vec3(0.14, 0.12, 0.10);
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#endif
116-
vec3 nightClearAmbientColor = vec3(0.02, 0.018, 0.016) * (0.8 + vsBrightness * 0.4);
116+
vec3 nightClearAmbientColor = vec3(0.07, 0.06, 0.05) * (1.15 + vsBrightness * 0.55);
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118118
vec3 dayRainLightColor = vec3(0.18, 0.12, 0.08) * 0.85;
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vec3 dayRainAmbientColor = vec3(0.15, 0.12, 0.18) * 2.3;

shaders/ad_astra_config/skyColors.glsl

Lines changed: 7 additions & 7 deletions
Original file line numberDiff line numberDiff line change
@@ -31,16 +31,16 @@
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vec3 nightDownSkyColor = nightDown;
3232
#elif defined(WORLD_MARS)
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// Mars sky colors - original Taidum values for proper brightness
34-
const vec3 dayUp = vec3(0.12, 0.07, 0.04); // Original Taidum values
35-
const vec3 dayMid = vec3(0.10, 0.06, 0.03); // Original Taidum values
36-
const vec3 dayDown = vec3(0.08, 0.05, 0.02); // Original Taidum values
34+
const vec3 dayUp = vec3(0.90, 0.67, 0.52);
35+
const vec3 dayMid = vec3(0.94, 0.61, 0.38);
36+
const vec3 dayDown = vec3(0.99, 0.77, 0.62);
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3838
// Prevent extremely low values that break DH rendering
39-
const vec3 nightUp = vec3(0.020, 0.018, 0.016);
40-
const vec3 nightMid = vec3(0.016, 0.014, 0.012);
41-
const vec3 nightDown= vec3(0.012, 0.010, 0.008);
39+
const vec3 nightUp = vec3(0.038, 0.038, 0.044);
40+
const vec3 nightMid = vec3(0.034, 0.034, 0.040);
41+
const vec3 nightDown= vec3(0.031, 0.031, 0.037);
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43-
vec3 sunsetDownSkyColorP = dayDown;
43+
vec3 sunsetDownSkyColorP = vec3(0.22, 0.69, 0.95);
4444

4545
vec3 dayUpSkyColor = dayUp;
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vec3 dayMiddleSkyColor = dayMid;

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