Don't have rain be behind an expiremental shader

This commit is contained in:
IsseW 2022-04-19 21:43:40 +02:00
parent 6274d54e56
commit b82bb5b247
6 changed files with 93 additions and 101 deletions

View File

@ -99,7 +99,6 @@ void main() {
color.rgb = apply_point_glow(cam_pos.xyz + focus_off.xyz, dir, dist, color.rgb);
#endif
#ifdef EXPERIMENTAL_RAIN
vec3 old_color = color.rgb;
// If this value is changed also change it in common/src/weather.rs
@ -151,7 +150,6 @@ void main() {
float light = sqrt(dot(old_color, vec3(1))) + (get_sun_brightness() + get_moon_brightness()) * 0.01;
color.rgb = mix(color.rgb, vec3(0.3, 0.4, 0.5) * light, mix(avg_alpha, alpha, min(1000 / dist_to_rain, 1)) * 0.25);
}
#endif
tgt_color = vec4(color.rgb, 1);
}

View File

@ -149,7 +149,6 @@ void main() {
wave_sample_dist / slope
);
#ifdef EXPERIMENTAL_RAIN
float rain_density = rain_density_at(f_pos.xy + focus_off.xy) * rain_occlusion_at(f_pos.xyz) * 50.0;
if (rain_density > 0 && surf_norm.z > 0.5) {
vec3 drop_density = vec3(2, 2, 2);
@ -172,7 +171,6 @@ void main() {
* max(drop_pos.z - near_cell.z, 0);
}
}
#endif
nmap = mix(f_norm, normalize(nmap), min(1.0 / pow(frag_dist, 0.75), 1));

View File

@ -231,7 +231,6 @@ void main() {
vec3 k_d = vec3(1.0);
vec3 k_s = vec3(R_s);
#ifdef EXPERIMENTAL_RAIN
vec3 pos = f_pos + focus_off.xyz;
float rain_density = rain_density_at(pos.xy) * rain_occlusion_at(f_pos.xyz) * 50.0;
// Toggle to see rain_occlusion
@ -263,7 +262,6 @@ void main() {
* max(drop_pos.z - near_cell.z, 0);
}
}
#endif
// float sun_light = get_sun_brightness(sun_dir);
// float moon_light = get_moon_brightness(moon_dir);

View File

@ -6,8 +6,6 @@ use noise::{NoiseFn, SuperSimplex, Turbulence};
use vek::*;
use world::World;
/*
#[derive(Clone, Copy, Default)]
struct Cell {

View File

@ -360,7 +360,9 @@ impl AudioFrontend {
channel_tag: AmbientChannelTag,
) -> Option<&mut AmbientChannel> {
if self.audio_stream.is_some() {
self.ambient_channels.iter_mut().find(|channel| channel.get_tag() == channel_tag)
self.ambient_channels
.iter_mut()
.find(|channel| channel.get_tag() == channel_tag)
} else {
None
}

View File

@ -476,8 +476,6 @@ pub enum ExperimentalShader {
/// Display grid lines to visualize the distribution of shadow map texels
/// for the directional light from the sun.
DirectionalShadowMapTexelGrid,
/// Enable rain, unfinished and goes through blocks
Rain,
/// Enable rainbows
Rainbows,
}