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Colour improvements
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parent
879789ecc4
commit
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@ -1,17 +1,17 @@
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const float PI = 3.141592;
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const vec3 SKY_DAY_TOP = vec3(0.2, 0.3, 0.9);
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const vec3 SKY_DAY_MID = vec3(0.15, 0.2, 0.8);
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const vec3 SKY_DAY_TOP = vec3(0.35, 0.45, 0.9);
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const vec3 SKY_DAY_MID = vec3(0.25, 0.35, 0.8);
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const vec3 SKY_DAY_BOT = vec3(0.02, 0.1, 0.3);
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const vec3 DAY_LIGHT = vec3(0.5, 0.5, 1.0);
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const vec3 SKY_DUSK_TOP = vec3(0.1, 0.15, 0.3);
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const vec3 SKY_DUSK_MID = vec3(0.75, 0.3, 0.25);
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const vec3 SKY_DUSK_MID = vec3(0.95, 0.4, 0.25);
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const vec3 SKY_DUSK_BOT = vec3(0.01, 0.05, 0.15);
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const vec3 DUSK_LIGHT = vec3(0.9, 0.2, 0.1);
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const vec3 SKY_NIGHT_TOP = vec3(0.002, 0.002, 0.005);
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const vec3 SKY_NIGHT_MID = vec3(0.002, 0.01, 0.03);
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const vec3 SKY_NIGHT_TOP = vec3(0.001, 0.001, 0.0025);
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const vec3 SKY_NIGHT_MID = vec3(0.001, 0.005, 0.02);
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const vec3 SKY_NIGHT_BOT = vec3(0.002, 0.002, 0.005);
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const vec3 NIGHT_LIGHT = vec3(0.002, 0.01, 0.03);
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@ -167,8 +167,7 @@ void main() {
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//vec4 fxaa_color = texture(src_color, uv);
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vec4 hsva_color = vec4(rgb2hsv(fxaa_color.rgb), fxaa_color.a);
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hsva_color.y *= 1.3;
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hsva_color.x -= 0.015;
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hsva_color.y *= 1.45;
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hsva_color.z *= 0.85;
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//hsva_color.z = 1.0 - 1.0 / (1.0 * hsva_color.z + 1.0);
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vec4 final_color = vec4(hsv2rgb(hsva_color.rgb), hsva_color.a);
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@ -200,7 +200,7 @@ impl<'a> BlockGen<'a> {
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// Sample blocks
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let stone_col = Rgb::new(200, 220, 255);
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let stone_col = Rgb::new(240, 230, 220);
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// let dirt_col = Rgb::new(79, 67, 60);
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let air = Block::empty();
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@ -321,8 +321,8 @@ impl<'a> BlockGen<'a> {
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StructureBlock::Acacia => Block::new(
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1,
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Lerp::lerp(
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Rgb::new(60.0, 165.0, 20.0),
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Rgb::new(150.0, 245.0, 30.0),
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Rgb::new(25.0, 80.0, 20.0),
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Rgb::new(100.0, 200.0, 5.0),
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lerp,
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)
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.map(|e| e as u8),
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@ -47,6 +47,7 @@ impl<'a> Sampler for ColumnGen<'a> {
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const RIVER_PROPORTION: f32 = 0.025;
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/*
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let river = dryness
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.abs()
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.neg()
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@ -54,6 +55,8 @@ impl<'a> Sampler for ColumnGen<'a> {
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.div(RIVER_PROPORTION)
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.max(0.0)
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.mul((1.0 - (chaos - 0.15) * 20.0).max(0.0).min(1.0));
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*/
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let river = 0.0;
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let cliff_hill =
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(sim.gen_ctx.small_nz.get((wposf.div(128.0)).into_array()) as f32).mul(16.0);
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@ -383,7 +383,7 @@ impl SimChunk {
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.max(0.35)
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.min(1.0),
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)
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.max(0.15);
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.max(0.1);
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let alt_base = (gen_ctx.alt_nz.get((wposf.div(12_000.0)).into_array()) as f32)
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.mul(250.0)
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@ -398,7 +398,7 @@ impl SimChunk {
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+ (0.0
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+ alt_main
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+ (gen_ctx.small_nz.get((wposf.div(300.0)).into_array()) as f32)
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.mul(alt_main.max(0.1))
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.mul(alt_main.max(0.25))
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.mul(1.6))
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.add(1.0)
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.mul(0.5)
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