diff --git a/assets/voxygen/shaders/include/light.glsl b/assets/voxygen/shaders/include/light.glsl index 81f67e3cce..93dfa8318e 100644 --- a/assets/voxygen/shaders/include/light.glsl +++ b/assets/voxygen/shaders/include/light.glsl @@ -21,7 +21,7 @@ uniform u_shadows { vec3 illuminate(vec3 color, vec3 light, vec3 diffuse, vec3 ambience) { float avg_col = (color.r + color.g + color.b) / 3.0; - return ((color - avg_col) * light + (diffuse + ambience) * avg_col) * diffuse; + return ((color - avg_col) * light + (diffuse + ambience) * avg_col) * (diffuse + ambience); } float attenuation_strength(vec3 rpos) { diff --git a/assets/voxygen/shaders/include/sky.glsl b/assets/voxygen/shaders/include/sky.glsl index c3a5ae900f..7d912e2f71 100644 --- a/assets/voxygen/shaders/include/sky.glsl +++ b/assets/voxygen/shaders/include/sky.glsl @@ -31,11 +31,11 @@ vec3 get_sun_dir(float time_of_day) { const float PERSISTENT_AMBIANCE = 0.1; float get_sun_brightness(vec3 sun_dir) { - return max(-sun_dir.z + 0.6, 0.0) * 0.8; + return max(-sun_dir.z + 0.6, 0.0); } void get_sun_diffuse(vec3 norm, float time_of_day, out vec3 light, out vec3 diffuse_light, out vec3 ambient_light) { - const float SUN_AMBIANCE = 0.1; + const float SUN_AMBIANCE = 0.0; vec3 sun_dir = get_sun_dir(time_of_day); diff --git a/world/src/block/mod.rs b/world/src/block/mod.rs index 70895afd9b..300ba1e298 100644 --- a/world/src/block/mod.rs +++ b/world/src/block/mod.rs @@ -564,7 +564,7 @@ pub fn block_from_structure( let field = RandomField::new(structure_seed + 0); let lerp = 0.5 - + ((field.get(Vec3::from(structure_pos)) % 256) as f32 / 256.0 - 0.5) * 0.65 + + ((field.get(Vec3::from(structure_pos)) % 256) as f32 / 256.0 - 0.5) * 0.85 + ((field.get(Vec3::from(pos)) % 256) as f32 / 256.0 - 0.5) * 0.15; match sblock {