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#ifdef PDX_OPENGL
#ifdef NO_SHADER_TEXTURE_LOD
return 1.0f;
#else
#ifdef PIXEL_SHADER
float dx = fwidth( uv.x * TEXELS_PER_TILE );
float dy = fwidth( uv.y * TEXELS_PER_TILE );
float d = max( dot(dx, dx), dot(dy, dy) );
return 0.5 * log2( d );
#else
return 3.0f;
#endif //PIXEL_SHADER
#endif // NO_SHADER_TEXTURE_LOD
#else
float2 dx = ddx( uv * TEXELS_PER_TILE );
float2 dy = ddy( uv * TEXELS_PER_TILE );
float d = max( dot(dx, dx), dot(dy, dy) );
return 0.5f * log2( d );
#endif //PDX_OPENGL
Only this does anything for you:
float2 dx = ddx( uv * TEXELS_PER_TILE );
float2 dy = ddy( uv * TEXELS_PER_TILE );
float d = max( dot(dx, dx), dot(dy, dy) );
return 0.5f * log2( d );
Which you should touch to get your preferred style is way beyond me. If you run on windows I can say anything inside the PDX_OPENGL blocks is uninteresting for you.
I would guess you should start at line 563 "#ifdef COLOR_SHADER".
Bunch of variables there to play around with. These are for when you're NOT in terrain mode. This will only alter how coloring of the map works tho. Not the "weather" in the game.
Try that first. If it still is too little for you it you gotta do some shader coding to fix it. Sadly no fancy way of making it into a slider. Just gotta edit the file and reload until you like it.
Observe that seasons are different. More white-ness and colder temperature during winter and warmer during summer.