Made some small tweaks to fog and tile indicators

This commit is contained in:
jsrobson10 2020-10-20 11:21:27 +11:00
parent 8f3c65633e
commit 8489503192
3 changed files with 3 additions and 5 deletions

View File

@ -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) {

View File

@ -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;

View File

@ -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);