diff --git a/assets/voxygen/shaders/include/cloud/regular.glsl b/assets/voxygen/shaders/include/cloud/regular.glsl index a2050030c8..31f5032b21 100644 --- a/assets/voxygen/shaders/include/cloud/regular.glsl +++ b/assets/voxygen/shaders/include/cloud/regular.glsl @@ -131,10 +131,10 @@ vec4 cloud_at(vec3 pos, float dist, out vec3 emission) { #if (CLOUD_MODE >= CLOUD_MODE_MEDIUM) 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; #endif - float tail = (texture(t_noise, wind_pos.xy * 0.00005).x - 0.5) * 5 + (pos.z - emission_alt) * 0.0001; + float tail = (texture(t_noise, wind_pos.xy * 0.000025).x - 0.5) * 5 + (pos.z - emission_alt) * 0.0001; vec3 emission_col = vec3(0.8 + tail * 1.5, 0.5 - tail * 0.2, 0.3 + tail * 0.2); - float emission_nz = max(texture(t_noise, wind_pos.xy * 0.00003).x - 0.6, 0) / (10.0 + abs(pos.z - emission_alt) / 80); - emission = emission_col * emission_nz * emission_strength * max(sun_dir.z, 0) * 500000 / (1000.0 + abs(pos.z - emission_alt)); + float emission_nz = max(pow(texture(t_noise, wind_pos.xy * 0.000015).x, 8), 0.01) * 0.25 / (10.0 + abs(pos.z - emission_alt) / 80); + emission = emission_col * emission_nz * emission_strength * max(sun_dir.z, 0) * 500000 / (1000.0 + abs(pos.z - emission_alt) * 0.1); } // We track vapor density and air density separately. Why? Because photons will ionize particles in air