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Trying LOD noise.
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@ -234,11 +234,14 @@ vec3 lod_norm(vec2 f_pos/*vec3 pos*/) {
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vec3 lod_pos(vec2 pos, vec2 focus_pos) {
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// Remove spiking by "pushing" vertices towards local optima
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vec2 hpos = focus_pos + splay(pos);
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vec2 delta = splay(pos);
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vec2 hpos = focus_pos + delta;
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vec2 nhpos = hpos;
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// vec2 lod_shift = splay(abs(pos) - 1.0 / view_distance.y);
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float shift = 15.0;// min(lod_shift.x, lod_shift.y) * 0.5;
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for (int i = 0; i < 3; i ++) {
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// vec4 square = focus_pos.xy + vec4(splay(pos - vec2(1.0, 1.0), splay(pos + vec2(1.0, 1.0))));
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nhpos -= lod_norm(hpos).xy * 15.0;
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nhpos -= lod_norm(hpos).xy * shift;
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}
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hpos = hpos + normalize(nhpos - hpos + 0.001) * min(length(nhpos - hpos), 32);
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@ -7,7 +7,7 @@ const float PI = 3.141592;
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const vec3 SKY_DAY_TOP = vec3(0.1, 0.5, 0.9);
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const vec3 SKY_DAY_MID = vec3(0.02, 0.28, 0.8);
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const vec3 SKY_DAY_BOT = vec3(0.1, 0.2, 0.3);
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const vec3 DAY_LIGHT = vec3(1.2, 1.0, 1.0) * 6.0;
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const vec3 DAY_LIGHT = vec3(1.2, 1.0, 1.0);
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const vec3 SUN_HALO_DAY = vec3(0.35, 0.35, 0.0);
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const vec3 SKY_DUSK_TOP = vec3(0.06, 0.1, 0.20);
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@ -123,12 +123,13 @@ void get_sun_diffuse(vec3 norm, float time_of_day, vec3 dir, vec3 k_a, vec3 k_d,
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// Returns computed maximum intensity.
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float get_sun_diffuse2(vec3 norm, vec3 sun_dir, vec3 moon_dir, vec3 dir, vec3 k_a, vec3 k_d, vec3 k_s, float alpha, out vec3 emitted_light, out vec3 reflected_light) {
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const float SUN_AMBIANCE = 0.23 / 3.0;/* / 1.8*/;// 0.1 / 3.0;
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const float SUN_COLOR_FACTOR = 6.0;
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const float MOON_AMBIANCE = 0.23;//0.1;
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float sun_light = get_sun_brightness(sun_dir);
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float moon_light = get_moon_brightness(moon_dir);
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vec3 sun_color = get_sun_color(sun_dir);
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vec3 sun_color = get_sun_color(sun_dir) * SUN_COLOR_FACTOR;
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vec3 moon_color = get_moon_color(moon_dir);
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vec3 sun_chroma = sun_color * sun_light;
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@ -6,6 +6,7 @@
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in vec3 f_pos;
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in vec3 f_norm;
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in vec2 v_pos_orig;
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// in vec4 f_shadow;
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// in vec4 f_square;
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@ -116,6 +117,7 @@ void main() {
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// vec3 light, diffuse_light, ambient_light;
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// get_sun_diffuse(f_norm, time_of_day.x, light, diffuse_light, ambient_light, 1.0);
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// vec3 surf_color = illuminate(f_col, light, diffuse_light, ambient_light);
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f_col = f_col + hash(vec4(floor(vec3(focus_pos.xy + splay(v_pos_orig), f_pos.z)) * 3.0/* - round(f_norm) * 0.5*/, 0)) * 0.05; // Small-scale noise
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vec3 surf_color = /*illuminate(emitted_light, reflected_light)*/illuminate(f_col * emitted_light, f_col * reflected_light);
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float fog_level = fog(f_pos.xyz, focus_pos.xyz, medium.x);
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@ -13,6 +13,7 @@ uniform u_locals {
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out vec3 f_pos;
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out vec3 f_norm;
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out vec2 v_pos_orig;
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// out vec4 f_square;
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// out vec4 f_shadow;
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// out float f_light;
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@ -23,6 +24,7 @@ void main() {
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vec2 dims = vec2(1.0 / view_distance.y);
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vec4 f_square = focus_pos.xyxy + vec4(splay(v_pos - dims), splay(v_pos + dims));
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f_norm = lod_norm(f_pos.xy, f_square);
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v_pos_orig = v_pos;
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// f_pos = lod_pos(focus_pos.xy + splay(v_pos) * /*1000000.0*/(1 << 20), square);
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