medfall

A super great game engine
Log | Files | Refs

commit 3b804ad7683ba9afae3c98b1904a5af8cad311a9
parent 8d3a7209d7bc3cf95d154713509e16986003c729
Author: Michael Savage <mikejsavage@gmail.com>
Date:   Wed,  8 Nov 2017 22:57:49 +0200

Use get_dither_noise in the clipmap shader

Diffstat:
shaders/clipmap.glsl | 5+----
1 file changed, 1 insertion(+), 4 deletions(-)

diff --git a/shaders/clipmap.glsl b/shaders/clipmap.glsl @@ -86,10 +86,7 @@ void main() { vec3 c = ( sunlight + ambient ) * ground; - vec3 dither_noise = texture( blue_noise, gl_FragCoord.xy / textureSize( blue_noise, 0 ) ).xxx; - dither_noise = ( dither_noise - vec3( 0.5 ) ) / 128.0; - - screen_colour = vec4( linear_to_srgb( apply_fog( c + dither_noise, length( v2f.view_position ) ) ), 1.0 ); + screen_colour = vec4( linear_to_srgb( apply_fog( c + get_dither_noise(), length( v2f.view_position ) ) ), 1.0 ); } #endif