If each star is refraction corrected in the vertex shader, scintillations can
probably be applied to the optical depth and be expressed as wavelength
dependent refraction variation.
The look-up in the starmap has to be refraction corrected too.
Original issue reported on code.google.com by costumebrother on 12 Aug 2012 at 8:19
Original issue reported on code.google.com by
costumebrother
on 12 Aug 2012 at 8:19