diff --git a/src/core/modules/Planet.cpp b/src/core/modules/Planet.cpp index a7b3fc969d2f7..c86afd769b8f7 100644 --- a/src/core/modules/Planet.cpp +++ b/src/core/modules/Planet.cpp @@ -2855,9 +2855,9 @@ void Planet::draw(StelCore* core, float maxMagLabels, const QFont& planetNameFon Vec3f posAltAz = getAltAzPosAuto(core).toVec3f(); posAltAz.normalize(); - // If sun is higher than -3 degrees, tint the landscape. + // If sun is higher than -1 degrees, tint the landscape. // Down to 0 degree, this tint is derived from the halo color. - // Below that, we must find a smooth transition (adapted cosine). Below -3 degrees, + // Below that, we must find a smooth transition (adapted cosine). Below -1 degrees, // it is assumed the reddish tint should have dissipated, and the blue sky is illuminating the landscape in a neutral tone. if (posAltAz[2]setLandscapeTint(Vec3f(1.f)); @@ -2869,7 +2869,8 @@ void Planet::draw(StelCore* core, float maxMagLabels, const QFont& planetNameFon // Find extinction settings to change colors. The method is rather ad-hoc. const float extinctedMag=getVMagnitudeWithExtinction(core)-getVMagnitude(core); // this is net value of extinction, in mag. //Vec3f color(haloColor[0], powf(0.75f, extinctedMag) * haloColor[1], powf(0.42f, 0.9f*extinctedMag) * haloColor[2]); - Vec3f color(haloColor[0], powf(0.75f, extinctedMag) * haloColor[1], powf(0.25f, extinctedMag) * haloColor[2]); + //Vec3f color(haloColor[0], powf(0.75f, extinctedMag) * haloColor[1], powf(0.25f, extinctedMag) * haloColor[2]); + Vec3f color(haloColor[0], powf(0.80f, extinctedMag) * haloColor[1], powf(0.25f, extinctedMag) * haloColor[2]); Vec3f fullTint(0.25f*Vec3f(3.f+sqrtf(color[0]), 3.f+sqrtf(color[1]), 3.f+sqrtf(color[2])));