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* fogging - how much is the color hidden by haze, usually the relation is something like gl_FragColor = mix(fragColor, hazeColor, transmission_factor); | * fogging - how much is the color hidden by haze, usually the relation is something like gl_FragColor = mix(fragColor, hazeColor, transmission_factor); | ||
* what is displayed on the screen in the end is whatever gl_FragColor is set to | * what is displayed on the screen in the end is whatever gl_FragColor is set to | ||
But the location where this happens isn't always obvious - often (part) of the light is computed in the vertex shader already, in which case it typically enters the fragment shader as gl_Color. | But the location where this happens isn't always obvious - often (part) of the light is computed in the vertex shader already, in which case it typically enters the fragment shader as gl_Color. | ||
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|title=ALS landing lights | |title=ALS landing lights | ||
|author=Thorsten Renk |date= Wed Oct 08, 2014 11:19 -0700}}</ref>|Thorsten Renk}} | |author=Thorsten Renk |date= Wed Oct 08, 2014 11:19 -0700}}</ref>|Thorsten Renk}} | ||
<references/> | <references/> |
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