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Better attenuation
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parent
db4cc21ec3
commit
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@ -208,8 +208,8 @@ void main() {
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vec3 mu = medium.x == MEDIUM_WATER ? MU_WATER : vec3(0.0);
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#if (FLUID_MODE >= FLUID_MODE_MEDIUM)
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cam_attenuation =
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medium.x == MEDIUM_WATER ? compute_attenuation_point(cam_pos.xyz, view_dir, mu, fluid_alt, /*cam_pos.z <= fluid_alt ? cam_pos.xyz : f_pos*/f_pos)
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: compute_attenuation_point(f_pos, -view_dir, mu, fluid_alt, /*cam_pos.z <= fluid_alt ? cam_pos.xyz : f_pos*/cam_pos.xyz);
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medium.x == MEDIUM_WATER ? compute_attenuation_point(cam_pos.xyz + focus_off.xyz, view_dir, mu, fluid_alt + focus_off.z, /*cam_pos.z <= fluid_alt ? cam_pos.xyz : f_pos*/f_pos + focus_off.xyz)
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: compute_attenuation_point(f_pos + focus_off.xyz, -view_dir, mu, fluid_alt + focus_off.z, /*cam_pos.z <= fluid_alt ? cam_pos.xyz : f_pos*/cam_pos.xyz + focus_off.xyz);
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#endif
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// Prevent the sky affecting light when underground
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@ -90,8 +90,8 @@ void main() {
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vec3 mu = medium.x == MEDIUM_WATER ? MU_WATER : vec3(0.0);
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#if (FLUID_MODE >= FLUID_MODE_MEDIUM)
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cam_attenuation =
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medium.x == MEDIUM_WATER ? compute_attenuation_point(cam_pos.xyz, view_dir, MU_WATER, fluid_alt, /*cam_pos.z <= fluid_alt ? cam_pos.xyz : f_pos*/f_pos)
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: compute_attenuation_point(f_pos, -view_dir, vec3(0), fluid_alt, /*cam_pos.z <= fluid_alt ? cam_pos.xyz : f_pos*/cam_pos.xyz);
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medium.x == MEDIUM_WATER ? compute_attenuation_point(cam_pos.xyz + focus_off.xyz, view_dir, MU_WATER, fluid_alt + focus_off.z, /*cam_pos.z <= fluid_alt ? cam_pos.xyz : f_pos*/f_pos + focus_off.xyz)
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: compute_attenuation_point(f_pos + focus_off.xyz, -view_dir, vec3(0), fluid_alt + focus_off.z, /*cam_pos.z <= fluid_alt ? cam_pos.xyz : f_pos*/cam_pos.xyz + focus_off.xyz);
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#endif
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max_light += get_sun_diffuse2(sun_info, moon_info, f_norm, view_dir, f_pos, mu, cam_attenuation, fluid_alt, k_a, k_d, k_s, alpha, f_norm, 1.0, emitted_light, reflected_light);
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@ -96,8 +96,8 @@ void main() {
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vec3 mu = medium.x == MEDIUM_WATER ? MU_WATER : vec3(0.0);
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#if (FLUID_MODE >= FLUID_MODE_MEDIUM)
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cam_attenuation =
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medium.x == MEDIUM_WATER ? compute_attenuation_point(cam_pos.xyz, view_dir, mu, fluid_alt, /*cam_pos.z <= fluid_alt ? cam_pos.xyz : f_pos*/f_pos)
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: compute_attenuation_point(f_pos, -view_dir, mu, fluid_alt, /*cam_pos.z <= fluid_alt ? cam_pos.xyz : f_pos*/cam_pos.xyz);
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medium.x == MEDIUM_WATER ? compute_attenuation_point(cam_pos.xyz + focus_off.xyz, view_dir, mu, fluid_alt + focus_off.z, /*cam_pos.z <= fluid_alt ? cam_pos.xyz : f_pos*/f_pos + focus_off.xyz)
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: compute_attenuation_point(f_pos + focus_off.xyz, -view_dir, mu, fluid_alt + focus_off.z, /*cam_pos.z <= fluid_alt ? cam_pos.xyz : f_pos*/cam_pos.xyz + focus_off.xyz);
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#endif
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// Prevent the sky affecting light when underground
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@ -362,8 +362,8 @@ void main() {
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// NOTE: Default intersection point is camera position, meaning if we fail to intersect we assume the whole camera is in water.
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// Computing light attenuation from water.
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vec3 cam_attenuation =
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medium.x == MEDIUM_WATER ? compute_attenuation_point(cam_pos.xyz, view_dir, MU_WATER, fluid_alt, /*cam_pos.z <= fluid_alt ? cam_pos.xyz : f_pos*/f_pos)
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: compute_attenuation_point(f_pos, -view_dir, mu, fluid_alt, /*cam_pos.z <= fluid_alt ? cam_pos.xyz : f_pos*/cam_pos.xyz);
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medium.x == MEDIUM_WATER ? compute_attenuation_point(cam_pos.xyz + focus_off.xyz, view_dir, MU_WATER, fluid_alt + focus_off.z, /*cam_pos.z <= fluid_alt ? cam_pos.xyz : f_pos*/f_pos + focus_off.xyz)
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: compute_attenuation_point(f_pos + focus_off.xyz, -view_dir, mu, fluid_alt + focus_off.z, /*cam_pos.z <= fluid_alt ? cam_pos.xyz : f_pos*/cam_pos.xyz + focus_off.xyz);
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// Prevent the sky affecting light when underground
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float not_underground = clamp((f_pos.z - f_alt) / 128.0 + 1.0, 0.0, 1.0);
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