polyadvent

A game engine from scratch in C
git clone git://jb55.com/polyadvent
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commit 96b13983f203b6dd4f99c4faaf9fd2bc2373d441
parent a6eb271cc9ec2646ac6f2a476e7d6824827f3f93
Author: William Casarin <jb55@jb55.com>
Date:   Fri,  5 Jul 2019 09:18:21 -0700

fog tweaking

Diffstat:
Metc/shaders/fog.glsl | 18+++++++++---------
1 file changed, 9 insertions(+), 9 deletions(-)

diff --git a/etc/shaders/fog.glsl b/etc/shaders/fog.glsl @@ -3,22 +3,22 @@ vec3 apply_fog(in vec3 rgb, in vec3 vert_pos, in float distance, in vec3 ray_orig, in vec3 ray_dir) { - const float b = 0.00035; + const float b = 0.00032; - float draw_dist = 1.2; - float fog_amount = 1.0-exp(-pow(distance * (1.0/draw_dist) * b, 6.0)); - // float sun_amount = max( dot( ray_dir, -light_dir ), 0.0 ) * b; + float draw_dist = 0.5; + float fog_amount = 1.0-exp(-pow(distance * (1.0/draw_dist) * b, 3.0)); + float sun_amount = max( dot( ray_dir, -light_dir ), 0.0 ) * b; // sun_amount = pow(sun_amount, 0.0); // vec3 I = normalize(vert_pos - camera_position); // vec3 R = refract(I, vertex.normal, 1.0/2.0); - vec3 fog_color = sun_color * sky_intensity; + // vec3 fog_color = sun_color * sky_intensity; // vec3 fog_color = sun_color; - // vec3 fog_color = mix(vec3(0.5,0.6,0.7), - // vec3(1.0,0.9,0.8), - // smoothstep(0.1, 1.0, sun_amount) - // ) * light_intensity; + vec3 fog_color = mix(vec3(0.5,0.6,0.7), + vec3(1.0,0.9,0.8), + smoothstep(0.1, 1.0, 0.5) + ) * light_intensity; // vec3 final_color = rgb*(1.0-exp(-distance*b)) + fog_color*exp(-distance*b); vec3 final_color = mix( rgb, fog_color, fog_amount);