Changed a few parameters corresponding with the sunrise.
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@ -13057,23 +13057,23 @@
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</ambientLight>
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</ambientLight>
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<fogColourDay>
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<fogColourDay>
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<rColour>0.10</rColour>
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<rColour>0.57</rColour>
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<gColour>0.14</gColour>
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<gColour>0.80</gColour>
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<bColour>0.14</bColour>
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<bColour>0.98</bColour>
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<alpha>1.0</alpha>
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<alpha>1.0</alpha>
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</fogColourDay>
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</fogColourDay>
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<fogColourRise>
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<fogColourRise>
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<rColour>0.60</rColour>
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<rColour>0.88</rColour>
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<gColour>0.14</gColour>
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<gColour>0.38</gColour>
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<bColour>0.14</bColour>
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<bColour>0.38</bColour>
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<alpha>1.0</alpha>
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<alpha>1.0</alpha>
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</fogColourRise>
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</fogColourRise>
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<fogColourNight>
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<fogColourNight>
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<rColour>0.05</rColour>
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<rColour>0.09</rColour>
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<gColour>0.07</gColour>
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<gColour>0.1</gColour>
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<bColour>0.34</bColour>
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<bColour>0.24</bColour>
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<alpha>1.0</alpha>
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<alpha>1.0</alpha>
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</fogColourNight>
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</fogColourNight>
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@ -92,11 +92,11 @@ vec4 fogColor(float dot) {
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if(dot<0.0) {
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if(dot<0.0) {
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dayFactor = 0.0;
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dayFactor = 0.0;
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}
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}
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else if(dot>0.51) {
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else if(dot>1.0) {
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dayFactor = 1.0;
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dayFactor = 1.0;
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}
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}
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else {
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else {
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dayFactor = sin(3*dot);
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dayFactor = sin(1.5*dot);
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}
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}
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if (dot <0.0) {
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if (dot <0.0) {
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return mix(fogColorNight, fogColorRise, riseFactor);
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return mix(fogColorNight, fogColorRise, riseFactor);
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@ -155,7 +155,7 @@ void main()
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if(length(directionalLightVector)>0.0f) {
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if(length(directionalLightVector)>0.0f) {
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vec3 directionalVector = normalize(directionalLightVector);
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vec3 directionalVector = normalize(directionalLightVector);
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sunAngle = dot(vec3(0.0, 1.0, 0.0), directionalVector);
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sunAngle = dot(vec3(0.0, 1.0, 0.0), directionalVector);
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if ( sunAngle > -0.5) {
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if ( sunAngle > -0.7) {
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float directionalVisibility = 1.0f;
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float directionalVisibility = 1.0f;
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if (distanceToBorder(shadowCoord1.xy) <= 0.5 && distanceToBorder(shadowCoord1.xy) > 0.2) {
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if (distanceToBorder(shadowCoord1.xy) <= 0.5 && distanceToBorder(shadowCoord1.xy) > 0.2) {
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if (distanceToBorder(shadowCoord0.xy) <= 0.5 && distanceToBorder(shadowCoord0.xy) > 0.2) {
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if (distanceToBorder(shadowCoord0.xy) <= 0.5 && distanceToBorder(shadowCoord0.xy) > 0.2) {
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@ -35,11 +35,11 @@ vec4 fogColor(float dot) {
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if(dot<0.0) {
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if(dot<0.0) {
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dayFactor = 0.0;
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dayFactor = 0.0;
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}
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}
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else if(dot>0.77) {
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else if(dot>1.0) {
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dayFactor = 1.0;
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dayFactor = 1.0;
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}
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}
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else {
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else {
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dayFactor = sin(2*dot);
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dayFactor = sin(1.5*dot);
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}
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}
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if (dot <0.0) {
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if (dot <0.0) {
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return mix(fogColorNight, fogColorRise, riseFactor);
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return mix(fogColorNight, fogColorRise, riseFactor);
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@ -348,7 +348,7 @@ void Graphics::render(double time)
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for (unsigned int i = 0; i<framebuffer_directional.size(); i++) {
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for (unsigned int i = 0; i<framebuffer_directional.size(); i++) {
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framebuffer_directional.at(i)->bind();
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framebuffer_directional.at(i)->bind();
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glClear(GL_DEPTH_BUFFER_BIT);
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glClear(GL_DEPTH_BUFFER_BIT);
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if (sunAngle > -0.5f) {
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if (sunAngle > -0.7f) {
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float projection_size = 0.0f;
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float projection_size = 0.0f;
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switch(i) {
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switch(i) {
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case 0:
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case 0:
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