Closed stavenko closed 7 years ago
You should replace kGroundAlbedo with groundDiffuseColor in
ground_radiance = kGroundAlbedo (1.0 / PI) ( sun_irradiance GetSunVisibility(point, sun_direction) + sky_irradiance GetSkyVisibility(point));
(in demo.glsl). groundDiffuseColor should be an albedo (i.e. fraction of incident light which is reflected, between 0 and 1).
Hello.
How to correctly mix diffuse color of planet underneath atmosphere? I assume, there is something like
In my shader. How to mix them with ground_radiance?