diff --git a/assets/voxygen/shaders/include/lod.glsl b/assets/voxygen/shaders/include/lod.glsl index 6d20f4de81..c732a0885a 100644 --- a/assets/voxygen/shaders/include/lod.glsl +++ b/assets/voxygen/shaders/include/lod.glsl @@ -50,8 +50,8 @@ vec3 lod_norm(vec2 pos) { } vec3 lod_col(vec2 pos) { - return texture(t_map, pos_to_uv(pos)).rgb; - //+ texture(t_noise, pos * 0.02 + texture(t_noise, pos * 1.0).xy * 2.0).x * 0.2; + return texture(t_map, pos_to_uv(pos)).rgb + + texture(t_noise, pos * 0.04 + texture(t_noise, pos * 0.01).xy * 2.0 + texture(t_noise, pos * 0.06).xy * 0.6).x * 0.1; vec3 warmth = mix( vec3(0.05, 0.4, 0.1), diff --git a/assets/voxygen/shaders/lod-terrain-vert.glsl b/assets/voxygen/shaders/lod-terrain-vert.glsl index a062187383..589a8f2a4d 100644 --- a/assets/voxygen/shaders/lod-terrain-vert.glsl +++ b/assets/voxygen/shaders/lod-terrain-vert.glsl @@ -17,7 +17,10 @@ out float f_light; void main() { f_pos = lod_pos(v_pos); - f_pos.z -= 1.0 / pow(distance(focus_pos.xy, f_pos.xy) / (view_distance.x * 0.95), 20.0); + //f_pos.z -= 1.0 / pow(distance(focus_pos.xy, f_pos.xy) / (view_distance.x * 0.95), 20.0); + + //f_pos.z -= 100.0 * pow(1.0 + 0.01 / view_distance.x, -pow(distance(focus_pos.xy, f_pos.xy), 2.0)); + f_pos.z -= max(view_distance.x - distance(focus_pos.xy, f_pos.xy), 0.0); f_light = 1.0;