Made some small tweaks to fog and tile indicators
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8f3c65633e
commit
8489503192
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@ -216,7 +216,7 @@ public class DisplayWindow implements IMainloopTask
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environmentRenderer.use();
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environmentRenderer.use();
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DisplayLighting.updateLighting();
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DisplayLighting.updateLighting();
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GL33.glUniform1f(glsl_mist, 0.0078125f);
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GL33.glUniform1f(glsl_mist, 1f/256f);
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GL33.glUniform1i(glsl_do_texture, 1);
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GL33.glUniform1i(glsl_do_texture, 1);
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if(Main.player.getHydration() < 0.2) {
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if(Main.player.getHydration() < 0.2) {
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@ -35,7 +35,7 @@ public class ModelTileBorder extends Model
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@Override
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@Override
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public float[] getVerticies()
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public float[] getVerticies()
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{
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{
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float h = 0.03125f;
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float h = 0.0078125f;
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float f = 0b10;
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float f = 0b10;
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float c = 0b101111101111101111;
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float c = 0b101111101111101111;
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float o = 0.5f;
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float o = 0.5f;
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@ -37,8 +37,6 @@ vec3 color_grass_hot_dry = vec3(1, 0.6, 0);
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vec3 color_grass_cold_wet = vec3(0.075, 0.533, 0.047);
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vec3 color_grass_cold_wet = vec3(0.075, 0.533, 0.047);
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vec3 color_grass_cold_dry = vec3(0.812, 0.761, 0);
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vec3 color_grass_cold_dry = vec3(0.812, 0.761, 0);
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float depth_c = 0.0001;
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float map(float x, float in_min, float in_max, float out_min, float out_max) {
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float map(float x, float in_min, float in_max, float out_min, float out_max) {
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return (x - in_min) * (out_max - out_min) / (in_max - in_min) + out_min;
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return (x - in_min) * (out_max - out_min) / (in_max - in_min) + out_min;
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}
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}
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@ -81,7 +79,7 @@ void main()
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vec2 sunDepthTexPos = pSunDepth.xy * 0.5 + 0.5;
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vec2 sunDepthTexPos = pSunDepth.xy * 0.5 + 0.5;
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vec3 light_day = max(vec3(0), pSunDepth.z < (texture(depthmap, sunDepthTexPos).r * 2 - 1 + depth_c
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vec3 light_day = max(vec3(0), pSunDepth.z < (texture(depthmap, sunDepthTexPos).r * 2 - 1 + 0.001
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) ? lighting_day_high : lighting_day_low);
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) ? lighting_day_high : lighting_day_low);
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float light_src = scaleLight(max(0, light.r)) - abs(pLightMapPos.y) * 0.1;
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float light_src = scaleLight(max(0, light.r)) - abs(pLightMapPos.y) * 0.1;
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vec4 rgb = vec4((pRGB % 64) / 64.0, ((pRGB >> 6) % 64) / 64.0, ((pRGB >> 12) % 64) / 64.0, 1);
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vec4 rgb = vec4((pRGB % 64) / 64.0, ((pRGB >> 6) % 64) / 64.0, ((pRGB >> 12) % 64) / 64.0, 1);
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