diff --git a/assets/voxygen/shaders/include/cloud/regular.glsl b/assets/voxygen/shaders/include/cloud/regular.glsl index e7518228ba..80e870d5a2 100644 --- a/assets/voxygen/shaders/include/cloud/regular.glsl +++ b/assets/voxygen/shaders/include/cloud/regular.glsl @@ -142,7 +142,7 @@ vec4 cloud_at(vec3 pos, float dist, out vec3 emission, out float not_underground if (emission_strength <= 0.0) { emission = vec3(0); } else { - float nz = textureLod(sampler2D(t_noise, s_noise), wind_pos.xy * 0.00005 - time_of_day.y, 0).x;//noise_3d(vec3(wind_pos.xy * 0.00005 + cloud_tendency * 0.2, time_of_day.x * 0.0002)); + float nz = textureLod(sampler2D(t_noise, s_noise), wind_pos.xy * 0.00005 - time_of_day.y * 8.0, 0).x;//noise_3d(vec3(wind_pos.xy * 0.00005 + cloud_tendency * 0.2, time_of_day.x * 0.0002)); float emission_alt = alt * 0.5 + 1000 + 1000 * nz; float emission_height = 1000.0; @@ -205,7 +205,7 @@ vec3 get_cloud_color(vec3 surf_color, vec3 dir, vec3 origin, float max_dist, con // improves visual quality for low cloud settings float splay = 1.0; #if (CLOUD_MODE == CLOUD_MODE_MINIMAL) - splay += (textureLod(sampler2D(t_noise, s_noise), vec2(atan2(dir.x, dir.y) * 2 / PI, dir.z) * 5.0 - time_of_day.y * 0.5, 0).x - 0.5) * 0.025 / (1.0 + pow(dir.z, 2) * 10); + splay += (textureLod(sampler2D(t_noise, s_noise), vec2(atan2(dir.x, dir.y) * 2 / PI, dir.z) * 5.0 - time_of_day.y * 4.0, 0).x - 0.5) * 0.025 / (1.0 + pow(dir.z, 2) * 10); #endif const vec3 RAYLEIGH = vec3(0.025, 0.1, 0.5);