commit 4b7c92092658dfa9d1ef693bea705d7f9c3a2e3d
parent e576908af859079ca534144a7840c5213a58dc96
Author: Michael Savage <mikejsavage@gmail.com>
Date: Sun, 29 Oct 2017 09:37:08 +0200
Less foggy terrain
Diffstat:
2 files changed, 4 insertions(+), 7 deletions(-)
diff --git a/shaders/terrain.glsl b/shaders/terrain.glsl
@@ -89,10 +89,8 @@ void main() {
// fog
vec3 fog_colour = vec3( 0.5, 0.6, 0.7 );
- float fog_strength = 0.0005;
- // don't draw any fog too close to the camera because the banding is quite noticable
- float fog_distance_bias = 100.0;
- float fog_t = 1.0 - exp( -fog_strength * max( ( length( v2f.view_position ) - fog_distance_bias ), 0.0 ) );
+ float fog_strength = 0.0003;
+ float fog_t = 1.0 - exp( -fog_strength * max( ( length( v2f.view_position ) ), 0.0 ) );
vec3 dither_noise = texture( blue_noise, gl_FragCoord.xy / textureSize( blue_noise, 0 ) ).xxx;
dither_noise = ( dither_noise - vec3( 0.5 ) ) / 128.0;
diff --git a/shaders/tree.glsl b/shaders/tree.glsl
@@ -46,9 +46,8 @@ void main() {
// fog
vec3 fog_colour = vec3( 0.5, 0.6, 0.7 );
- float fog_strength = 0.0005;
- float fog_distance_bias = 100.0;
- float fog_t = 1.0 - exp( -fog_strength * max( ( length( v2f.view_position ) - fog_distance_bias ), 0.0 ) );
+ float fog_strength = 0.0003;
+ float fog_t = 1.0 - exp( -fog_strength * max( ( length( v2f.view_position ) ), 0.0 ) );
screen_colour = vec4( linear_to_srgb( mix( c, fog_colour, fog_t ) ), 1.0 );
}