diff --git a/voxygen/shaders/include/sky.glsl b/voxygen/shaders/include/sky.glsl index 2829c0857e..9a9b41b46a 100644 --- a/voxygen/shaders/include/sky.glsl +++ b/voxygen/shaders/include/sky.glsl @@ -1,17 +1,17 @@ const float PI = 3.141592; -const vec3 SKY_DAY_TOP = vec3(0.2, 0.3, 0.9); -const vec3 SKY_DAY_MID = vec3(0.15, 0.2, 0.8); +const vec3 SKY_DAY_TOP = vec3(0.35, 0.45, 0.9); +const vec3 SKY_DAY_MID = vec3(0.25, 0.35, 0.8); const vec3 SKY_DAY_BOT = vec3(0.02, 0.1, 0.3); const vec3 DAY_LIGHT = vec3(0.5, 0.5, 1.0); const vec3 SKY_DUSK_TOP = vec3(0.1, 0.15, 0.3); -const vec3 SKY_DUSK_MID = vec3(0.75, 0.3, 0.25); +const vec3 SKY_DUSK_MID = vec3(0.95, 0.4, 0.25); const vec3 SKY_DUSK_BOT = vec3(0.01, 0.05, 0.15); const vec3 DUSK_LIGHT = vec3(0.9, 0.2, 0.1); -const vec3 SKY_NIGHT_TOP = vec3(0.002, 0.002, 0.005); -const vec3 SKY_NIGHT_MID = vec3(0.002, 0.01, 0.03); +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, 0.002, 0.005); const vec3 NIGHT_LIGHT = vec3(0.002, 0.01, 0.03); diff --git a/voxygen/shaders/postprocess.frag b/voxygen/shaders/postprocess.frag index 4e1adf4040..1e40bdbbb9 100644 --- a/voxygen/shaders/postprocess.frag +++ b/voxygen/shaders/postprocess.frag @@ -167,8 +167,7 @@ void main() { //vec4 fxaa_color = texture(src_color, uv); vec4 hsva_color = vec4(rgb2hsv(fxaa_color.rgb), fxaa_color.a); - hsva_color.y *= 1.3; - hsva_color.x -= 0.015; + hsva_color.y *= 1.45; hsva_color.z *= 0.85; //hsva_color.z = 1.0 - 1.0 / (1.0 * hsva_color.z + 1.0); vec4 final_color = vec4(hsv2rgb(hsva_color.rgb), hsva_color.a); diff --git a/world/src/block/mod.rs b/world/src/block/mod.rs index e9275630e0..358d6cc222 100644 --- a/world/src/block/mod.rs +++ b/world/src/block/mod.rs @@ -200,7 +200,7 @@ impl<'a> BlockGen<'a> { // Sample blocks - let stone_col = Rgb::new(200, 220, 255); + let stone_col = Rgb::new(240, 230, 220); // let dirt_col = Rgb::new(79, 67, 60); let air = Block::empty(); @@ -321,8 +321,8 @@ impl<'a> BlockGen<'a> { StructureBlock::Acacia => Block::new( 1, Lerp::lerp( - Rgb::new(60.0, 165.0, 20.0), - Rgb::new(150.0, 245.0, 30.0), + Rgb::new(25.0, 80.0, 20.0), + Rgb::new(100.0, 200.0, 5.0), lerp, ) .map(|e| e as u8), diff --git a/world/src/column/mod.rs b/world/src/column/mod.rs index 24647696dd..a719d244a1 100644 --- a/world/src/column/mod.rs +++ b/world/src/column/mod.rs @@ -47,6 +47,7 @@ impl<'a> Sampler for ColumnGen<'a> { const RIVER_PROPORTION: f32 = 0.025; + /* let river = dryness .abs() .neg() @@ -54,6 +55,8 @@ impl<'a> Sampler for ColumnGen<'a> { .div(RIVER_PROPORTION) .max(0.0) .mul((1.0 - (chaos - 0.15) * 20.0).max(0.0).min(1.0)); + */ + let river = 0.0; let cliff_hill = (sim.gen_ctx.small_nz.get((wposf.div(128.0)).into_array()) as f32).mul(16.0); diff --git a/world/src/sim/mod.rs b/world/src/sim/mod.rs index ed07f03b7e..059c0e2abc 100644 --- a/world/src/sim/mod.rs +++ b/world/src/sim/mod.rs @@ -383,7 +383,7 @@ impl SimChunk { .max(0.35) .min(1.0), ) - .max(0.15); + .max(0.1); let alt_base = (gen_ctx.alt_nz.get((wposf.div(12_000.0)).into_array()) as f32) .mul(250.0) @@ -398,7 +398,7 @@ impl SimChunk { + (0.0 + alt_main + (gen_ctx.small_nz.get((wposf.div(300.0)).into_array()) as f32) - .mul(alt_main.max(0.1)) + .mul(alt_main.max(0.25)) .mul(1.6)) .add(1.0) .mul(0.5)