From 295b89d446f48bc0a01d04b7a9bd3358f8a659ce Mon Sep 17 00:00:00 2001 From: Joshua Barretto Date: Wed, 16 Mar 2022 12:22:30 +0000 Subject: [PATCH] Better bias --- assets/voxygen/shaders/clouds-frag.glsl | 2 +- assets/voxygen/shaders/include/rain_occlusion.glsl | 4 ++-- 2 files changed, 3 insertions(+), 3 deletions(-) diff --git a/assets/voxygen/shaders/clouds-frag.glsl b/assets/voxygen/shaders/clouds-frag.glsl index 2f2ac74331..57d3befef7 100644 --- a/assets/voxygen/shaders/clouds-frag.glsl +++ b/assets/voxygen/shaders/clouds-frag.glsl @@ -112,7 +112,7 @@ void main() { vec2 view_pos = vec2(atan2(dir_2d.x, dir_2d.y), z); vec3 cam_wpos = cam_pos.xyz + focus_off.xyz; - float rain_dist = 150.0; + float rain_dist = 250.0; for (int i = 0; i < 7; i ++) { float old_rain_dist = rain_dist; rain_dist *= 0.3; diff --git a/assets/voxygen/shaders/include/rain_occlusion.glsl b/assets/voxygen/shaders/include/rain_occlusion.glsl index b85b4c44cc..2c8509d948 100644 --- a/assets/voxygen/shaders/include/rain_occlusion.glsl +++ b/assets/voxygen/shaders/include/rain_occlusion.glsl @@ -16,7 +16,7 @@ uniform u_rain_occlusion { float rain_occlusion_at(in vec3 fragPos) { - float bias = 0.5; + float bias = -0.2; float diskRadius = 0.01; const vec3 sampleOffsetDirections[20] = vec3[] ( @@ -27,7 +27,7 @@ float rain_occlusion_at(in vec3 fragPos) vec3( 0, 1, 1), vec3( 0, -1, 1), vec3( 0, -1, -1), vec3( 0, 1, -1) ); - vec4 rain_pos = occlusion_texture_mat * vec4(fragPos - vec3(0, 0, bias), 1.0); + vec4 rain_pos = occlusion_texture_mat * vec4(fragPos, 1.0) - vec4(0, 0, bias, 0); float visibility = textureProj(sampler2DShadow(t_directed_occlusion_maps, s_directed_occlusion_maps), rain_pos);