Adjusted cloud fuzz factor

This commit is contained in:
Joshua Barretto 2020-01-21 13:14:25 +00:00
parent 8e7a8aa4f9
commit 34c88708af
2 changed files with 2 additions and 2 deletions

View File

@ -45,7 +45,7 @@ vec4 get_cloud_color(vec3 dir, vec3 origin, float time_of_day, float max_dist, f
float start = max(min(mind, maxd), 0.0);
float delta = min(abs(mind - maxd), max_dist);
float fuzz = sin(texture(t_noise, dir.xz * 100000.0 + tick.x).x * 100.0) * INCR * delta * pow(maxd - mind, 0.5);
float fuzz = sin(texture(t_noise, dir.xz * 100000.0 + tick.x).x * 100.0) * INCR * delta * pow(maxd - mind, 0.3) * 2.0;
float cloud_shade = 1.0;
float passthrough = 1.0;

View File

@ -81,7 +81,7 @@ void get_sun_diffuse(vec3 norm, float time_of_day, out vec3 light, out vec3 diff
light = sun_chroma + moon_chroma + PERSISTENT_AMBIANCE;
diffuse_light =
sun_chroma * mix(1.0, max(dot(-norm, sun_dir) * 0.6 + 0.4, 0.0), diffusion) +
sun_chroma * mix(1.0, max(dot(-norm, sun_dir) * 0.5 + 0.5, 0.0), diffusion) +
moon_chroma * mix(1.0, pow(dot(-norm, moon_dir) * 2.0, 2.0), diffusion) +
PERSISTENT_AMBIANCE;
ambient_light = vec3(SUN_AMBIANCE * sun_light + moon_light);