diff --git a/assets/voxygen/shaders/antialias/fxaa.glsl b/assets/voxygen/shaders/antialias/fxaa.glsl index 700dfa4e90..90fdff7c2b 100644 --- a/assets/voxygen/shaders/antialias/fxaa.glsl +++ b/assets/voxygen/shaders/antialias/fxaa.glsl @@ -1,6 +1,6 @@ uniform sampler2D src_color; -const float FXAA_SCALE = 1.5; +const float FXAA_SCALE = 1.25; /** Basic FXAA implementation based on the code on geeks3d.com with the @@ -134,4 +134,4 @@ vec4 aa_apply(sampler2D tex, vec2 fragCoord, vec2 resolution) { //compute FXAA return fxaa(tex, scaled_fc, scaled_res, v_rgbNW, v_rgbNE, v_rgbSW, v_rgbSE, v_rgbM); -} \ No newline at end of file +} diff --git a/assets/voxygen/shaders/include/sky.glsl b/assets/voxygen/shaders/include/sky.glsl index 1749dd5f8b..9b18b53f70 100644 --- a/assets/voxygen/shaders/include/sky.glsl +++ b/assets/voxygen/shaders/include/sky.glsl @@ -160,7 +160,7 @@ vec4 get_cloud_color(vec3 dir, float time_of_day, float max_dist, float quality) float incr = min(INCR + start / 100000.0, INCR * 2.0) / quality; - float fuzz = texture(t_noise, dir.xy * 100000.0).x * 1.75 * incr * delta; + float fuzz = texture(t_noise, dir.xz * 100000.0).x * 2.0 * incr * delta; if (delta <= 0.0) { return vec4(0); @@ -188,7 +188,7 @@ vec4 get_cloud_color(vec3 dir, float time_of_day, float max_dist, float quality) } } - return vec4(vec3(cloud_shade), 1.0 - passthrough / (1.0 + delta * 0.0003)); + return vec4(vec3(cloud_shade), 1.0 - passthrough / (1.0 + min(delta, max_dist) * 0.0003)); } vec3 get_sky_color(vec3 dir, float time_of_day, vec3 f_pos, float quality, bool with_stars) { @@ -267,8 +267,8 @@ vec3 get_sky_color(vec3 dir, float time_of_day, vec3 f_pos, float quality, bool vec3 moon_light = clamp(moon_halo + moon_surf, vec3(0), vec3(clamp(dir.z * 3.0, 0, 1))); // Clouds - vec4 clouds = get_cloud_color(dir, time_of_day, distance(cam_pos.xyz, f_pos), quality); - clouds.rgb *= get_sun_brightness(sun_dir) * (sun_halo * 2.5 + get_sun_color(sun_dir)) + get_moon_brightness(moon_dir) * (moon_halo * 2.5 + get_moon_color(moon_dir)); + vec4 clouds = get_cloud_color(dir, time_of_day, vsum(abs(cam_pos.xyz - f_pos)), quality); + clouds.rgb *= get_sun_brightness(sun_dir) * (sun_halo * 2.5 + get_sun_color(sun_dir)) + get_moon_brightness(moon_dir) * (moon_halo * 20.5 + get_moon_color(moon_dir)); return mix(sky_color + sun_light + moon_light, clouds.rgb, clouds.a); }