From 34522b39bd870611054dbc0fa81c3962262a4a83 Mon Sep 17 00:00:00 2001 From: Joshua Barretto Date: Thu, 22 Sep 2022 23:45:16 +0100 Subject: [PATCH] Balance caustics with depth better --- assets/voxygen/shaders/include/random.glsl | 2 +- assets/voxygen/shaders/terrain-frag.glsl | 4 ++-- 2 files changed, 3 insertions(+), 3 deletions(-) diff --git a/assets/voxygen/shaders/include/random.glsl b/assets/voxygen/shaders/include/random.glsl index b3f64b2c05..c174b10c99 100644 --- a/assets/voxygen/shaders/include/random.glsl +++ b/assets/voxygen/shaders/include/random.glsl @@ -148,7 +148,7 @@ float caustics(vec2 p, float t) { l = min(l, length(.5-fract(k+n))); k = k*m*.3; l = min(l, length(.5-fract(k+n))); - return pow(l,4.)*5.5; + return pow(l,3.)*5.5; } #endif diff --git a/assets/voxygen/shaders/terrain-frag.glsl b/assets/voxygen/shaders/terrain-frag.glsl index 2c15f6ec56..34e38ef55c 100644 --- a/assets/voxygen/shaders/terrain-frag.glsl +++ b/assets/voxygen/shaders/terrain-frag.glsl @@ -401,8 +401,8 @@ void main() { vec3 wpos = f_pos + vec3(focus_off.xy, 0); vec3 spos = (wpos + (fluid_alt - wpos.z) * vec3(sun_dir.xy, 0)) * 0.25; reflected_light += caustics(spos.xy * 1.0, tick.x * 0.5) - * 2 - * (1.0 + abs(fluid_alt - wpos.z) * 0.2) + * 3 + / (1.0 + pow(abs(fluid_alt - wpos.z) * 0.075, 2)) * cam_attenuation * max(dot(f_norm, -sun_dir.xyz), 0) * sun_diffuse