I meant the sinusoid pattern of darker/lighter blue above/around the sun. The bump gets larger when the sun gets higher, until a certain angle, when the sun "breaks out" of the bump. This picture shows it better (if you move your head slightly down, it's easier to see):
// reduce the whiteout near the horizon generated by the single scattering approximation
if (ct > cthorizon) color = mix(color, black ,smoothstep(0.2+cthorizon, -0.2+cthorizon, ct));
else color = mix (color, black, smoothstep(0.2+cthorizon,-0.2+cthorizon, cthorizon));
// a different exposure filter
color.x = 1.0 - exp(-1.3 * color.x);
color.y = 1.0 - exp(-1.3 * color.y);
color.z = 1.0 - exp(-1.3 * color.z);
// an overexposure filter, the log() seems to be pretty expensive though
// if (color.x > 0.8) color.x = 0.8 + 0.8* log(color.x/0.8);
// if (color.y > 0.8) color.y = 0.8 + 0.8* log(color.y/0.8);
// if (color.z > 0.8) color.z = 0.8 + 0.8* log(color.z/0.8);
One thing I noticed with the most recent "git" version is that I lose the nice ocean sun glint reflections, sea foam, and carrier wake effects when I switch over to "advanced weather" in order to activate your effects. Just wanted to mention that in case it's something new or you hadn't noticed it yet.
Thorsten wrote in Fri Mar 09, 2012 8:14 am:The problem is that when you look into the sun in real life, it's a blinding light intensity.
if (color.x > 0.58) color.x = 1.0 - exp(-1.5 * color.x);
if (color.y > 0.58) color.y = 1.0 - exp(-1.5 * color.y);
if (color.z > 0.58) color.z = 1.0 - exp(-1.5 * color.z);
vec3 rayleighK = rK * vec3(5.602, 7.222, 19.644);
vec3 rayleighK = rK * vec3(4.5, 8.62, 17.3);
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