Fog update

This commit is contained in:
MihailRis 2023-12-27 11:38:39 +03:00
parent 35b13adf03
commit 5d4e67fdb1
2 changed files with 3 additions and 3 deletions

View File

@ -24,7 +24,7 @@ uniform float u_torchlightDistance;
void main(){
vec2 pos2d = (u_model * vec4(v_position, 1.0)).xz-u_cameraPos.xz;
vec3 pos3d = (u_model * vec4(v_position, 1.0)).xyz-u_cameraPos.xyz;
vec4 modelpos = u_model * vec4(v_position, 1.0);
vec4 viewmodelpos = u_view * modelpos;
vec4 decomp_light = decompress_light(v_light);
@ -41,6 +41,6 @@ void main(){
skyLightColor = min(vec3(1.0), skyLightColor*SKY_LIGHT_MUL);
a_color.rgb = max(a_color.rgb, skyLightColor.rgb*decomp_light.a);
a_distance = length(viewmodelpos);
a_distance = length(u_view * u_model * vec4(pos3d.x, pos3d.y*0.2, pos3d.z, 0.0));
gl_Position = u_proj * viewmodelpos;
}

View File

@ -128,7 +128,7 @@ void WorldRenderer::drawChunks(Chunks* chunks,
void WorldRenderer::draw(const GfxContext& pctx, Camera* camera){
EngineSettings& settings = engine->getSettings();
skybox->refresh(level->world->daytime,
fmax(1.0f, 10.0f/(settings.chunks.loadDistance-2))+fog*2.0f, 4);
1.0f+fog*2.0f, 4);
const Content* content = level->content;
const ContentIndices* contentIds = content->indices;