diff --git a/assets/voxygen/shaders/include/cloud/regular.glsl b/assets/voxygen/shaders/include/cloud/regular.glsl index 5fcd6fb4b0..9e4998be49 100644 --- a/assets/voxygen/shaders/include/cloud/regular.glsl +++ b/assets/voxygen/shaders/include/cloud/regular.glsl @@ -92,11 +92,11 @@ vec4 cloud_at(vec3 pos, float dist, out vec3 emission) { float z = clamp(pos.z, 0, 10000); float emission_alt = 4000.0; #if (CLOUD_MODE >= CLOUD_MODE_LOW) - emission_alt += (texture(t_noise, wind_pos.xy * 0.00003).x - 0.5) * 8000; + emission_alt += (noise_3d(vec3(wind_pos.xy * 0.00003 + cloud_tendency * 0.2, time_of_day.x * 0.0001)) - 0.5) * 8000; #endif float tail = (texture(t_noise, wind_pos.xy * 0.00005).x - 0.5) * 10 + (z - emission_alt) * 0.001; vec3 emission_col = vec3(0.6 + tail * 0.6, 1.0, 0.3 + tail * 0.2); - float emission_nz = max(texture(t_noise, wind_pos.xy * 0.00003).x - 0.6, 0) / (10.0 + abs(z - emission_alt) / 60); + float emission_nz = max(texture(t_noise, wind_pos.xy * 0.00003).x - 0.6, 0) / (10.0 + abs(z - emission_alt) / 40); #if (CLOUD_MODE >= CLOUD_MODE_MEDIUM) emission_nz *= (1.0 + (noise_3d(vec3(wind_pos.xy * 0.05, time_of_day.x * 0.15) * 0.004) - 0.5) * 4.0); #endif @@ -153,9 +153,7 @@ vec3 get_cloud_color(vec3 surf_color, vec3 dir, vec3 origin, const float time_of (texture(t_noise, vec2(atan2(dir.x, dir.y) * 2 / PI, dir.z) * 1.0 - time_of_day * 0.00005).x - 0.5) * 0.2 / (1.0 + pow(dir.z, 2) * 10), (texture(t_noise, vec2(atan2(dir.x, dir.y) * 2 / PI, dir.z) * 1.0 - time_of_day * 0.00005).x - 0.5) * 0.2 / (1.0 + pow(dir.z, 2) * 10), (texture(t_noise, vec2(atan2(dir.x, dir.y) * 2 / PI, dir.z) * 1.0 - time_of_day * 0.00005).x - 0.5) * 0.2 / (1.0 + pow(dir.z, 2) * 10) - ) * 2000; - #endif - #if (CLOUD_MODE == CLOUD_MODE_MINIMAL || CLOUD_MODE == CLOUD_MODE_LOW) + ) * 1500; splay += (texture(t_noise, vec2(atan2(dir.x, dir.y) * 2 / PI, dir.z) * 5.0 - time_of_day * 0.00005).x - 0.5) * 0.075 / (1.0 + pow(dir.z, 2) * 10); #endif diff --git a/assets/voxygen/shaders/include/sky.glsl b/assets/voxygen/shaders/include/sky.glsl index f6129477ee..da9cd220d1 100644 --- a/assets/voxygen/shaders/include/sky.glsl +++ b/assets/voxygen/shaders/include/sky.glsl @@ -22,13 +22,13 @@ const vec3 SUN_HALO_DAY = vec3(0.35, 0.35, 0.05); const vec3 SKY_DUSK_TOP = vec3(0.06, 0.1, 0.20); const vec3 SKY_DUSK_MID = vec3(0.35, 0.1, 0.15); const vec3 SKY_DUSK_BOT = vec3(0.0, 0.1, 0.23); -const vec3 DUSK_LIGHT = vec3(9.0, 1.0, 0.05); -const vec3 SUN_HALO_DUSK = vec3(1.2, 0.05, 0.01); +const vec3 DUSK_LIGHT = vec3(5.0, 0.5, 0.15); +const vec3 SUN_HALO_DUSK = vec3(1.2, 0.15, 0.01); const vec3 SKY_NIGHT_TOP = vec3(0.001, 0.001, 0.0025); const vec3 SKY_NIGHT_MID = vec3(0.001, 0.005, 0.02); const vec3 SKY_NIGHT_BOT = vec3(0.002, 0.004, 0.004); -const vec3 NIGHT_LIGHT = vec3(0.002, 0.02, 0.02); +const vec3 NIGHT_LIGHT = vec3(5.0, 0.75, 0.2); // const vec3 NIGHT_LIGHT = vec3(0.0, 0.0, 0.0); // Linear RGB, scattering coefficients for atmosphere at roughly R, G, B wavelengths. @@ -96,7 +96,7 @@ float cloud_shadow(vec3 pos, vec3 light_dir) { } float get_sun_brightness(/*vec3 sun_dir*/) { - return max(-sun_dir.z + 0.6, 0.0) * 0.9; + return max(-sun_dir.z + 0.7, 0.0) * 0.9; } float get_moon_brightness(/*vec3 moon_dir*/) { @@ -417,7 +417,7 @@ vec3 get_sky_color(vec3 dir, float time_of_day, vec3 origin, vec3 f_pos, float q } // Sun - const vec3 SUN_SURF_COLOR = vec3(1.5, 0.9, 0.35) * 10.0; + const vec3 SUN_SURF_COLOR = vec3(1.5, 0.9, 0.35) * 30.0; vec3 sun_halo_color = mix( SUN_HALO_DUSK, @@ -434,7 +434,7 @@ vec3 get_sky_color(vec3 dir, float time_of_day, vec3 origin, vec3 f_pos, float q vec3 sun_light = sun_halo + sun_surf; // Moon - const vec3 MOON_SURF_COLOR = vec3(0.7, 1.0, 1.5) * 10.0; + const vec3 MOON_SURF_COLOR = vec3(0.7, 1.0, 1.5) * 30.0; const vec3 MOON_HALO_COLOR = vec3(0.015, 0.015, 0.05) * 10; vec3 moon_halo_color = MOON_HALO_COLOR;