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Minor shader fixes.
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@ -21,8 +21,8 @@ const float EXTRA_NEG_Z = 65536.0;
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void main() {
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f_pos = vec3((uvec3(v_pos_norm) >> uvec3(0, 6, 12)) & uvec3(0x3Fu, 0x3Fu, 0x1FFFFu)) - vec3(0, 0, EXTRA_NEG_Z) + model_offs;
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f_pos.z -= 250.0 * (1.0 - min(1.0001 - 0.02 / pow(tick.x - load_time, 10.0), 1.0));
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f_pos.z -= min(32.0, 25.0 * pow(distance(focus_pos.xy, f_pos.xy) / view_distance.x, 20.0));
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// f_pos.z -= 250.0 * (1.0 - min(1.0001 - 0.02 / pow(tick.x - load_time, 10.0), 1.0));
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// f_pos.z -= min(32.0, 25.0 * pow(distance(focus_pos.xy, f_pos.xy) / view_distance.x, 20.0));
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// Small waves
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f_pos.xy += 0.01; // Avoid z-fighting
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@ -291,11 +291,11 @@ vec3 light_reflection_factor(vec3 norm, vec3 dir, vec3 light_dir, vec3 k_d, vec3
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}
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vec3 light_reflection_factor(vec3 norm, vec3 dir, vec3 light_dir, vec3 k_d, vec3 k_s, float alpha, float voxel_lighting) {
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if (voxel_lighting < 1.0) {
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//if (voxel_lighting < 1.0) {
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return FresnelBlend_Voxel_f(norm, dir, light_dir, k_d/* * max(dot(norm, -light_dir), 0.0)*/, k_s, alpha, voxel_lighting);
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} else {
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return FresnelBlend_f(norm, dir, light_dir, k_d/* * max(dot(norm, -light_dir), 0.0)*/, k_s, alpha);
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}
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//} else {
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// return FresnelBlend_f(norm, dir, light_dir, k_d/* * max(dot(norm, -light_dir), 0.0)*/, k_s, alpha);
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//}
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}
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float rel_luminance(vec3 rgb)
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@ -51,7 +51,7 @@ void main() {
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const float R_s2s1 = pow((1.0 - 1.3325) / (1.0 + 1.3325), 2);
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const float R_s1s2 = pow((1.3325 - 1.0) / (1.3325 + 1.0), 2);
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// float faces_fluid = faces_fluid && f_pos.z <= floor(f_alt);
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float fluid_alt = max(ceil(f_pos.z), floor(f_alt));
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float fluid_alt = max(f_pos.z + 1, floor(f_alt));
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float R_s = /*(f_pos.z < f_alt)*/faces_fluid /*&& f_pos.z <= fluid_alt*/ ? mix(R_s2s1 * R_s1s0, R_s1s0, medium.x) : mix(R_s2s0, R_s1s2 * R_s2s0, medium.x);
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// vec3 surf_color = /*srgb_to_linear*/(f_col);
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