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Comment out lod depth tweaks not designed for reverse depth, convert waves image to rgba before constructing a texture, misc fix after rebase
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@ -136,7 +136,7 @@ vec4 cloud_at(vec3 pos, float dist, out vec3 emission) {
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#if (CLOUD_MODE >= CLOUD_MODE_MEDIUM)
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#if (CLOUD_MODE >= CLOUD_MODE_MEDIUM)
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emission_alt += (noise_3d(vec3(wind_pos.xy * 0.0005 + cloud_tendency * 0.2, emission_alt * 0.0001 + time_of_day.x * 0.001)) - 0.5) * 1000;
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emission_alt += (noise_3d(vec3(wind_pos.xy * 0.0005 + cloud_tendency * 0.2, emission_alt * 0.0001 + time_of_day.x * 0.001)) - 0.5) * 1000;
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#endif
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#endif
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float tail = (textureLod(sampler2D(t_noise, s_noise), wind_pos.xy * 0.00005).x - 0.5, 0) * 4 + (pos.z - emission_alt) * 0.0001;
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float tail = (textureLod(sampler2D(t_noise, s_noise), wind_pos.xy * 0.00005, 0).x - 0.5, 0) * 4 + (pos.z - emission_alt) * 0.0001;
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vec3 emission_col = vec3(0.8 + tail * 1.5, 0.5 - tail * 0.2, 0.3 + tail * 0.2);
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vec3 emission_col = vec3(0.8 + tail * 1.5, 0.5 - tail * 0.2, 0.3 + tail * 0.2);
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float emission_nz = max(pow(textureLod(sampler2D(t_noise, s_noise), wind_pos.xy * 0.000015, 0).x, 8), 0.01) * 0.25 / (10.0 + abs(pos.z - emission_alt) / 80);
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float emission_nz = max(pow(textureLod(sampler2D(t_noise, s_noise), wind_pos.xy * 0.000015, 0).x, 8), 0.01) * 0.25 / (10.0 + abs(pos.z - emission_alt) / 80);
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emission = emission_col * emission_nz * emission_strength * max(sun_dir.z, 0) * 500000 / (1000.0 + abs(pos.z - emission_alt) * 0.1);
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emission = emission_col * emission_nz * emission_strength * max(sun_dir.z, 0) * 500000 / (1000.0 + abs(pos.z - emission_alt) * 0.1);
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@ -44,8 +44,11 @@ void main() {
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// f_shadow = textureBicubic(t_horizon, pos_to_tex(f_pos.xy));
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// f_shadow = textureBicubic(t_horizon, pos_to_tex(f_pos.xy));
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float dist = distance(focus_pos.xy, f_pos.xy);
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// TODO: disabled because it isn't designed to work with reverse depth
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pull_down = 0.2 / pow(dist / (view_distance.x * 0.9), 20.0);
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//float dist = distance(focus_pos.xy, f_pos.xy);
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//pull_down = 0.2 / pow(dist / (view_distance.x * 0.9), 20.0);
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pull_down = 1.0 / pow(distance(focus_pos.xy, f_pos.xy) / (view_distance.x * 0.95), 20.0);
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f_pos.z -= pull_down;
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f_pos.z -= pull_down;
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// f_pos.z -= 100.0 * pow(1.0 + 0.01 / view_distance.x, -pow(distance(focus_pos.xy, f_pos.xy), 2.0));
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// f_pos.z -= 100.0 * pow(1.0 + 0.01 / view_distance.x, -pow(distance(focus_pos.xy, f_pos.xy), 2.0));
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@ -95,7 +98,9 @@ void main() {
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all_mat *
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all_mat *
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vec4(f_pos/*newRay*/, 1);
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vec4(f_pos/*newRay*/, 1);
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// Pull up the depth to avoid drawing over voxels (biased according to VD)
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// Pull up the depth to avoid drawing over voxels (biased according to VD)
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gl_Position.z += 0.1 * clamp((view_distance.x * 1.0 - dist) * 0.01, 0, 1);
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// TODO: disabled because it isn't designed to work with reverse depth
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//gl_Position.z += 0.1 * clamp((view_distance.x * 1.0 - dist) * 0.01, 0, 1);
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// gl_Position.z = -gl_Position.z / gl_Position.w;
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// gl_Position.z = -gl_Position.z / gl_Position.w;
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// gl_Position.z = -gl_Position.z / gl_Position.w;
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// gl_Position.z = -gl_Position.z / gl_Position.w;
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// gl_Position.z = -gl_Position.z * gl_Position.w;
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// gl_Position.z = -gl_Position.z * gl_Position.w;
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@ -568,7 +568,14 @@ impl<V: RectRasterableVol> Terrain<V> {
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waves: {
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waves: {
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let waves_tex = renderer
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let waves_tex = renderer
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.create_texture(
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.create_texture(
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&assets::Image::load_expect("voxygen.texture.waves").read().0,
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// TODO: actually this is unused, remove?
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// TODO: re-add alpha channel?
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&image::DynamicImage::ImageRgba8(
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assets::Image::load_expect("voxygen.texture.waves")
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.read()
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.0
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.to_rgba8(),
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),
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Some(wgpu::FilterMode::Linear),
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Some(wgpu::FilterMode::Linear),
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Some(wgpu::AddressMode::Repeat),
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Some(wgpu::AddressMode::Repeat),
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)
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)
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