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Fix some minor display issues.
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parent
0ed752e087
commit
bfda6da42f
@ -127,9 +127,10 @@ void main() {
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}
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}
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vec3 c_norm = cross(f_norm, b_norm);
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vec3 c_norm = cross(f_norm, b_norm);
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float wave00 = wave_height(f_pos);
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vec3 wave_pos = f_pos + focus_off.xyz;
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float wave10 = wave_height(f_pos + vec3(0.1, 0, 0));
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float wave00 = wave_height(wave_pos);
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float wave01 = wave_height(f_pos + vec3(0, 0.1, 0));
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float wave10 = wave_height(wave_pos + vec3(0.1, 0, 0));
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float wave01 = wave_height(wave_pos + vec3(0, 0.1, 0));
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float slope = abs(wave00 - wave10) * abs(wave00 - wave01);
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float slope = abs(wave00 - wave10) * abs(wave00 - wave01);
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vec3 nmap = vec3(
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vec3 nmap = vec3(
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@ -428,7 +428,8 @@ void main() {
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f_pos.xyz += abs(voxel_norm) * delta_sides;
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f_pos.xyz += abs(voxel_norm) * delta_sides;
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voxel_norm = voxel_norm == vec3(0.0) ? f_norm : voxel_norm;
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voxel_norm = voxel_norm == vec3(0.0) ? f_norm : voxel_norm;
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f_col = /*srgb_to_linear*/(f_col + hash(vec4(floor(f_pos * 3.0 - voxel_norm * 0.5), 0)) * 0.01/* - 0.01*/); // Small-scale noise
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vec3 hash_pos = f_pos + focus_off.xyz;
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f_col = /*srgb_to_linear*/(f_col + hash(vec4(floor(hash_pos * 3.0 - voxel_norm * 0.5), 0)) * 0.01/* - 0.01*/); // Small-scale noise
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// f_ao = 1.0;
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// f_ao = 1.0;
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// f_ao = dot(f_ao_vec, sqrt(1.0 - delta_sides * delta_sides));
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// f_ao = dot(f_ao_vec, sqrt(1.0 - delta_sides * delta_sides));
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@ -2246,9 +2246,10 @@ impl Hud {
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let camera::Dependents {
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let camera::Dependents {
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view_mat, proj_mat, ..
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view_mat, proj_mat, ..
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} = camera.dependents();
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} = camera.dependents();
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let focus_off = camera.get_focus_pos().map(f32::trunc);
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self.ui.maintain(
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self.ui.maintain(
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&mut global_state.window.renderer_mut(),
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&mut global_state.window.renderer_mut(),
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Some(proj_mat * view_mat),
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Some(proj_mat * view_mat * Mat4::translation_3d(-focus_off)),
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);
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);
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// Check if item images need to be reloaded
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// Check if item images need to be reloaded
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@ -478,9 +478,10 @@ impl FigureMgr {
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// Don't display figures outside the frustum spectrum (this is important to do
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// Don't display figures outside the frustum spectrum (this is important to do
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// for any figure that potentially casts a shadow, since we use this
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// for any figure that potentially casts a shadow, since we use this
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// to estimate bounds for shadow maps). Currently, we don't do this before the update
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// to estimate bounds for shadow maps). Currently, we don't do this before the
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// cull, so it's possible that faraway figures will not shadow correctly until their
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// update cull, so it's possible that faraway figures will not
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// next update. For now, we treat this as an acceptable tradeoff.
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// shadow correctly until their next update. For now, we treat this
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// as an acceptable tradeoff.
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let radius = scale.unwrap_or(&Scale(1.0)).0 * 2.0;
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let radius = scale.unwrap_or(&Scale(1.0)).0 * 2.0;
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let (in_frustum, lpindex) = if let Some(mut meta) = self.states.get_mut(body, &entity) {
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let (in_frustum, lpindex) = if let Some(mut meta) = self.states.get_mut(body, &entity) {
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let (in_frustum, lpindex) = BoundingSphere::new(pos.0.into_array(), radius)
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let (in_frustum, lpindex) = BoundingSphere::new(pos.0.into_array(), radius)
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