Stronger shadows, fewer cliffs in oceans

This commit is contained in:
Joshua Barretto 2019-06-22 15:46:13 +01:00
parent 6f1d77648a
commit b987bda9ce
4 changed files with 6 additions and 2 deletions

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assets/world/structures/human/town_hall.vox (Stored with Git LFS) Normal file

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@ -27,7 +27,7 @@ impl Block {
pub fn get_opacity(&self) -> Option<f32> {
match self.kind {
0 => None,
1 => Some(0.6),
1 => Some(0.85),
_ => Some(1.0),
}
}

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@ -164,6 +164,7 @@ void main() {
vec2 uv = (f_pos + 1.0) * 0.5;
vec4 fxaa_color = fxaa_apply(src_color, uv * screen_res.xy, screen_res.xy);
//vec4 fxaa_color = texture(src_color, uv);
vec4 hsva_color = vec4(rgb2hsv(fxaa_color.rgb), fxaa_color.a);
hsva_color.y *= 1.3;

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@ -325,7 +325,7 @@ impl SimChunk {
.sub(0.1)
.mul(1.3)
.max(0.0),
cliffs: cliff > 0.5 && dryness > 0.05,
cliffs: cliff > 0.5 && dryness > 0.05 && alt > CONFIG.sea_level + 5.0 && dryness.abs() > 0.075,
near_cliffs: cliff > 0.4,
tree_density: (gen_ctx.tree_nz.get((wposf.div(1024.0)).into_array()) as f32)
.add(1.0)