Frederic Bouvier wrote:
The blue channel has the emission factor. One can redo the map to achieve the
effect you are suggesting.
I think I was thinking more something in the line of this patch.
Erik
Index: urban.frag
===================================================================
RCS file: /var/cvs/FlightGear-0.9/data/Shaders/urban.frag,v
retrieving revision 1.3
diff -p -u -r1.3 urban.frag
--- urban.frag 23 Mar 2010 22:20:24 -0000 1.3
+++ urban.frag 24 Mar 2010 12:31:13 -0000
@@ -92,6 +92,8 @@ void main (void)
if ( shadow_factor < 1.0 )
ambient_light = constantColor + gl_LightSource[0].diffuse * shadow_factor * vec4(diffuse, 1.0);
float emission_factor = (1.0 - smoothstep(0.15, 0.25, reflectance)) * emis;
+vec4 tc = texture2D(BaseTex, uv);
+emission_factor *= 0.5*pow(tc.r+0.8*tc.g+0.2*tc.b, 2) -0.2;
ambient_light += (emission_factor * vec4(0.75, 0.59, 0.05, 0.0));
vec4 finalColor = texture2D(BaseTex, uv) * ambient_light;
------------------------------------------------------------------------------
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