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Falling back to power as stopgap.
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@ -48,7 +48,7 @@ void main() {
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// f_shadow = textureBicubic(t_horizon, pos_to_tex(f_pos.xy));
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// f_shadow = textureBicubic(t_horizon, pos_to_tex(f_pos.xy));
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//f_pos.z -= 1.0 / pow(distance(focus_pos.xy, f_pos.xy) / (view_distance.x * 0.95), 20.0);
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f_pos.z -= 1.0 / pow(distance(focus_pos.xy, f_pos.xy) / (view_distance.x * 0.95), 20.0);
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// f_pos.z -= 100.0 * pow(1.0 + 0.01 / view_distance.x, -pow(distance(focus_pos.xy, f_pos.xy), 2.0));
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// f_pos.z -= 100.0 * pow(1.0 + 0.01 / view_distance.x, -pow(distance(focus_pos.xy, f_pos.xy), 2.0));
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// f_pos.z = mix(-f_pos.z, f_pos.z, view_distance.x <= distance(focus_pos.xy, f_pos.xy) + 32.0);
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// f_pos.z = mix(-f_pos.z, f_pos.z, view_distance.x <= distance(focus_pos.xy, f_pos.xy) + 32.0);
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@ -60,7 +60,7 @@ void main() {
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// // float surfaceAlt = min(floor(f_pos.z), floor(alt_at_real(cam_pos.xy))); // faces_fluid ? max(ceil(f_pos.z), floor(f_alt)) : floor(f_alt);
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// // float surfaceAlt = min(floor(f_pos.z), floor(alt_at_real(cam_pos.xy))); // faces_fluid ? max(ceil(f_pos.z), floor(f_alt)) : floor(f_alt);
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// f_pos.z -= max(sign(view_distance.x - distance(focus_pos.xy, f_pos.xy)), 0.0) * (32.0 * view_distance.z / 255 + 32.0 * max(0.0, f_pos.z - cam_pos.z));
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// f_pos.z -= max(sign(view_distance.x - distance(focus_pos.xy, f_pos.xy)), 0.0) * (32.0 * view_distance.z / 255 + 32.0 * max(0.0, f_pos.z - cam_pos.z));
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f_pos.z -= 0.1 + max(view_distance.x - distance(focus_pos.xy, f_pos.xy), 0.0) * (1.0 + max(0.0, f_pos.z - focus_pos.z));
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// f_pos.z -= 0.1 + max(view_distance.x - distance(focus_pos.xy, f_pos.xy), 0.0) * (1.0 + max(1.0, ceil(f_pos.z - focus_pos.z)));
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// vec3 wRayinitial = f_pos; // cam_pos.z < f_pos.z ? f_pos : cam_pos.xyz;
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// vec3 wRayinitial = f_pos; // cam_pos.z < f_pos.z ? f_pos : cam_pos.xyz;
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// vec3 wRayfinal = cam_pos.xyz; // cam_pos.z < f_pos.z ? cam_pos.xyz : f_pos;
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// vec3 wRayfinal = cam_pos.xyz; // cam_pos.z < f_pos.z ? cam_pos.xyz : f_pos;
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