Fog factor changed
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53ca2affcb
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7327c92ef1
@ -255,7 +255,7 @@ void main() {
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camera_vector = mix(camera_vector, vec3(0, 1, 0), min(1.0, u_fog));
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camera_vector = mix(camera_vector, vec3(0, 1, 0), min(1.0, u_fog));
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float fog = 1.0f / (u_fog + 1.0);
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float fog = 1.0f / (u_fog*0.5 + 1.0);
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// hide darkness at horizon
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// hide darkness at horizon
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camera_vector.y = max(0.01, camera_vector.y)*(1.0-u_mie*0.08) + 0.08*u_mie;
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camera_vector.y = max(0.01, camera_vector.y)*(1.0-u_mie*0.08) + 0.08*u_mie;
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camera_vector = normalize(camera_vector);
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camera_vector = normalize(camera_vector);
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@ -128,7 +128,7 @@ void WorldRenderer::drawChunks(Chunks* chunks,
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void WorldRenderer::draw(const GfxContext& pctx, Camera* camera){
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void WorldRenderer::draw(const GfxContext& pctx, Camera* camera){
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EngineSettings& settings = engine->getSettings();
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EngineSettings& settings = engine->getSettings();
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skybox->refresh(level->world->daytime,
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skybox->refresh(level->world->daytime,
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fmax(1.0f, 18.0f/settings.chunks.loadDistance), 4);
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fmax(1.0f, 10.0f/(settings.chunks.loadDistance-2)), 4);
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const Content* content = level->content;
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const Content* content = level->content;
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const ContentIndices* contentIds = content->indices;
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const ContentIndices* contentIds = content->indices;
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@ -156,7 +156,7 @@ void WorldRenderer::draw(const GfxContext& pctx, Camera* camera){
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ctx.depthTest(true);
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ctx.depthTest(true);
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ctx.cullFace(true);
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ctx.cullFace(true);
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float fogFactor = 18.0f / (float)settings.chunks.loadDistance;
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float fogFactor = 15.0f / ((float)settings.chunks.loadDistance-2);
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// Setting up main shader
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// Setting up main shader
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shader->use();
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shader->use();
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