Here is a fragment of SE source code that determines vegetation colors:
Code
// Planet with life
if (CBody.Keys & TBK_LIFE)
{
if (CBody.Temperature < 230.0f)
{ // pink
if (colorLowPlants.x == NO_DATA) colorLowPlants = vec4f(0.25, 0.11, 0.20, 0.00);
if (colorUpPlants.x == NO_DATA) colorUpPlants = vec4f(0.15, 0.07, 0.18, 0.00);
}
else if (CBody.Temperature < 280.0f)
{ // dark green
if (colorLowPlants.x == NO_DATA) colorLowPlants = vec4f(0.10, 0.16, 0.07, 0.00);
if (colorUpPlants.x == NO_DATA) colorUpPlants = vec4f(0.09, 0.11, 0.04, 0.00);
}
else if (CBody.Temperature < 330.0f)
{ // green
if (colorLowPlants.x == NO_DATA) colorLowPlants = vec4f(0.18, 0.24, 0.09, 0.00);
if (colorUpPlants.x == NO_DATA) colorUpPlants = vec4f(0.15, 0.17, 0.07, 0.00);
}
else
{ // yellow
if (colorLowPlants.x == NO_DATA) colorLowPlants = vec4f(0.27, 0.24, 0.09, 0.00);
if (colorUpPlants.x == NO_DATA) colorUpPlants = vec4f(0.20, 0.17, 0.07, 0.00);
}
This is a very simply approach and will be changed later, once life classification is developed.
*