Merge branch 'zesterer/pit-of-tartarus' into 'master'

Made the pit of tartarus less bad

See merge request veloren/veloren!2179
This commit is contained in:
Joshua Barretto 2021-04-21 22:08:06 +00:00
commit f1a991fa09
2 changed files with 5 additions and 2 deletions

View File

@ -107,7 +107,7 @@ void main() {
// mat4 invfoo = foo * inverse(foo * all_mat);
// vec3 old_coord = all_mat * vec4(f_pos.xyz, 1.0);
// vec4 new_f_pos = invfoo * (old_coord);//vec4(f_pos, 1.0);
vec3 f_col_raw = mix(lod_col(f_pos.xy), vec3(0), clamp(pull_down / 10, 0, 1));
vec3 f_col_raw = mix(lod_col(f_pos.xy), vec3(0), clamp(pull_down / 30, 0, 1));
// tgt_color = vec4(f_col, 1.0);
// return;
// vec3 f_col = srgb_to_linear(vec3(1.0));

View File

@ -49,7 +49,8 @@ void main() {
// f_shadow = textureBicubic(t_horizon, pos_to_tex(f_pos.xy));
pull_down = 1.0 / pow(distance(focus_pos.xy, f_pos.xy) / (view_distance.x * 0.95), 20.0);
float dist = distance(focus_pos.xy, f_pos.xy);
pull_down = 0.2 / pow(dist / (view_distance.x * 0.9), 20.0);
f_pos.z -= pull_down;
// f_pos.z -= 100.0 * pow(1.0 + 0.01 / view_distance.x, -pow(distance(focus_pos.xy, f_pos.xy), 2.0));
@ -98,6 +99,8 @@ void main() {
view_mat * */
all_mat *
vec4(f_pos/*newRay*/, 1);
// Pull up the depth to avoid drawing over voxels (biased according to VD)
gl_Position.z += 0.1 * clamp((view_distance.x * 1.0 - dist) * 0.01, 0, 1);
// gl_Position.z = -gl_Position.z / gl_Position.w;
// gl_Position.z = -gl_Position.z / gl_Position.w;
// gl_Position.z = -gl_Position.z * gl_Position.w;