From 848950319260c9983475ff9be96459d74e59461d Mon Sep 17 00:00:00 2001 From: jsrobson10 Date: Tue, 20 Oct 2020 11:21:27 +1100 Subject: [PATCH] Made some small tweaks to fog and tile indicators --- src/projectzombie/display/DisplayWindow.java | 2 +- src/projectzombie/model/ModelTileBorder.java | 2 +- src/resources/shader/environmentRenderer.fsh | 4 +--- 3 files changed, 3 insertions(+), 5 deletions(-) diff --git a/src/projectzombie/display/DisplayWindow.java b/src/projectzombie/display/DisplayWindow.java index e3a68cd..9836552 100755 --- a/src/projectzombie/display/DisplayWindow.java +++ b/src/projectzombie/display/DisplayWindow.java @@ -216,7 +216,7 @@ public class DisplayWindow implements IMainloopTask environmentRenderer.use(); DisplayLighting.updateLighting(); - GL33.glUniform1f(glsl_mist, 0.0078125f); + GL33.glUniform1f(glsl_mist, 1f/256f); GL33.glUniform1i(glsl_do_texture, 1); if(Main.player.getHydration() < 0.2) { diff --git a/src/projectzombie/model/ModelTileBorder.java b/src/projectzombie/model/ModelTileBorder.java index 6b39703..b69feb2 100644 --- a/src/projectzombie/model/ModelTileBorder.java +++ b/src/projectzombie/model/ModelTileBorder.java @@ -35,7 +35,7 @@ public class ModelTileBorder extends Model @Override public float[] getVerticies() { - float h = 0.03125f; + float h = 0.0078125f; float f = 0b10; float c = 0b101111101111101111; float o = 0.5f; diff --git a/src/resources/shader/environmentRenderer.fsh b/src/resources/shader/environmentRenderer.fsh index 2ecd565..6634d8a 100644 --- a/src/resources/shader/environmentRenderer.fsh +++ b/src/resources/shader/environmentRenderer.fsh @@ -37,8 +37,6 @@ vec3 color_grass_hot_dry = vec3(1, 0.6, 0); vec3 color_grass_cold_wet = vec3(0.075, 0.533, 0.047); vec3 color_grass_cold_dry = vec3(0.812, 0.761, 0); -float depth_c = 0.0001; - float map(float x, float in_min, float in_max, float out_min, float out_max) { return (x - in_min) * (out_max - out_min) / (in_max - in_min) + out_min; } @@ -81,7 +79,7 @@ void main() vec2 sunDepthTexPos = pSunDepth.xy * 0.5 + 0.5; - vec3 light_day = max(vec3(0), pSunDepth.z < (texture(depthmap, sunDepthTexPos).r * 2 - 1 + depth_c + vec3 light_day = max(vec3(0), pSunDepth.z < (texture(depthmap, sunDepthTexPos).r * 2 - 1 + 0.001 ) ? lighting_day_high : lighting_day_low); float light_src = scaleLight(max(0, light.r)) - abs(pLightMapPos.y) * 0.1; vec4 rgb = vec4((pRGB % 64) / 64.0, ((pRGB >> 6) % 64) / 64.0, ((pRGB >> 12) % 64) / 64.0, 1);