Better storm clouds

This commit is contained in:
Joshua Barretto 2022-12-17 14:57:55 +00:00
parent 94c0e3749e
commit 5cf3aefb87
2 changed files with 6 additions and 3 deletions

View File

@ -86,8 +86,11 @@ vec4 cloud_at(vec3 pos, float dist, out vec3 emission, out float not_underground
#else
- (billow_noise_2d((pos.xy + turb_offset.xy * 0.5) / 8000.0) - 0.5)
#endif
#if (CLOUD_MODE >= CLOUD_MODE_LOW)
- (noise_3d((pos - turb_offset * 0.1) / 1500.0) - 0.5) * 0.5
#if (CLOUD_MODE >= CLOUD_MODE_CLOUD_MODE_MINIMAL)
- (noise_3d((pos - turb_offset * 0.1) / 750.0) - 0.5) * 0.25
#endif
#if (CLOUD_MODE >= CLOUD_MODE_CLOUD_MODE_HIGH)
- (billow_noise_3d((pos - turb_offset * 0.1) / 500.0) - 0.5) * 0.1
#endif
;

View File

@ -18,7 +18,7 @@ void apply_point_glow_light(Light L, vec3 wpos, vec3 dir, float max_dist, inout
#if (CLOUD_MODE >= CLOUD_MODE_HIGH)
vec3 _unused;
float unused2;
float spread = 1.0 / (1.0 + cloud_at(nearest, 0.0, _unused, unused2).z * 0.005);
float spread = 1.0 / (1.0 + sqrt(cloud_at(nearest, 0.0, _unused, unused2).z) * 0.01);
#else
const float spread = 1.0;
#endif