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Addressed review comments
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parent
df1b19ed64
commit
8fd2e4537d
assets/voxygen/shaders
common/src
server/src
@ -20,7 +20,8 @@ float emission_strength = clamp((sin(time_of_day.x / (3600 * 24)) - 0.8) / 0.1,
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// Returns vec4(r, g, b, density)
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vec4 cloud_at(vec3 pos, float dist, out vec3 emission) {
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// Natural attenuation of air (air naturally attenuates light that passes through it)
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// Simulate the atmosphere thinning above 3000 metres down to nothing at 5000 metres
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// Simulate the atmosphere thinning as you get higher. Not physically accurate, but then
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// it can't be since Veloren's world is flat, not spherical.
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float air = 0.00035 * clamp((10000.0 - pos.z) / 7000, 0, 1);
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// Mist sits close to the ground in valleys (TODO: use base_alt to put it closer to water)
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@ -44,7 +44,8 @@ const float UNDERWATER_MIST_DIST = 100.0;
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const float PERSISTENT_AMBIANCE = 1.0 / 32.0;// 1.0 / 80; // 1.0 / 512; // 0.00125 // 0.1;// 0.025; // 0.1;
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const vec3 GLOW_COLOR = vec3(1, 0.35, 0.05);
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// Allowed to be > 1 due to HDR
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const vec3 GLOW_COLOR = vec3(2, 1.30, 0.1);
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//vec3 get_sun_dir(float time_of_day) {
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// const float TIME_FACTOR = (PI * 2.0) / (3600.0 * 24.0);
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@ -206,7 +206,7 @@ void main() {
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// Tonemapping
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float exposure_offset = 1.0;
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// Adding an in-code offset to gamma and explosure let us have more precise control over the game's look
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// Adding an in-code offset to gamma and exposure let us have more precise control over the game's look
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float gamma_offset = 0.3;
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aa_color.rgb = vec3(1.0) - exp(-aa_color.rgb * (gamma_exposure.y + exposure_offset));
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// gamma correction
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@ -142,6 +142,8 @@ void main() {
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// f_pos = v_pos + (model_offs - focus_off.xyz);
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f_pos = (inst_mat * vec4(v_pos_, 1.0)).xyz * SCALE + inst_offs;
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// Terrain 'pop-in' effect
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f_pos.z -= 250.0 * (1.0 - min(1.0001 - 0.02 / pow(tick.x - load_time, 10.0), 1.0));
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// f_pos = (inst_mat * v_pos_) * SCALE + sprite_pos;
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@ -75,6 +75,8 @@ void main() {
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f_pos = f_chunk_pos + model_offs - focus_off.xyz;
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f_load_time = load_time;
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// Terrain 'pop-in' effect
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f_pos.z -= 250.0 * (1.0 - min(1.0001 - 0.02 / pow(tick.x - load_time, 10.0), 1.0));
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// f_pos.z -= min(32.0, 25.0 * pow(distance(focus_pos.xy, f_pos.xy) / view_distance.x, 20.0));
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@ -27,6 +27,7 @@ use rand::Rng;
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/// .build();
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/// ```
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#[derive(Copy, Clone)]
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pub enum LoadoutConfig {
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Guard,
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Cultist,
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@ -181,6 +181,9 @@ impl Block {
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.unwrap_or(true)
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}
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/// Can this block be exploded? If so, what 'power' is required to do so?
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/// Note that we don't really define what 'power' is. Consider the units
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/// arbitrary and only important when compared to one-another.
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#[inline]
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pub fn explode_power(&self) -> Option<f32> {
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match self.kind() {
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@ -434,7 +434,7 @@ fn handle_time(
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Ok(n) => n,
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Err(_) => match NaiveTime::parse_from_str(n, "%H:%M") {
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Ok(time) => time.num_seconds_from_midnight() as f64,
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// Accept `u12345`, seconds since midnight day 0`
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// Accept `u12345`, seconds since midnight day 0
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Err(_) => match n
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.get(1..)
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.filter(|_| n.chars().next() == Some('u'))
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