Simon 1 year ago
parent
commit
8cda8c270f

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+ 1 - 1
assets/index-28df092d.js


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+ 0 - 0
assets/index-28df092d.js.map


+ 1 - 1
index.html

@@ -5,7 +5,7 @@
   
   <link rel="shortcut icon" href="#">
   <script async src="https://unpkg.com/[email protected]/dist/es-module-shims.js"></script>
-  <script type="module" crossorigin src="/Quick_Grass/assets/index-c91b537b.js"></script>
+  <script type="module" crossorigin src="/Quick_Grass/assets/index-28df092d.js"></script>
   <link rel="stylesheet" href="/Quick_Grass/assets/index-e7e16abe.css">
 </head>
 <body>

+ 4 - 4
shaders/grass-lighting-model-vsh.glsl

@@ -145,10 +145,10 @@ void main() {
 
   grassVertexPosition += grassOffset;
 
-  vec3 b1 = GAMMA_TO_LINEAR(vec3(0.02, 0.075, 0.01));
-  vec3 b2 = GAMMA_TO_LINEAR(vec3(0.025, 0.1, 0.01));
-  vec3 t1 = GAMMA_TO_LINEAR(vec3(0.25, 0.3, 0.15));
-  vec3 t2 = GAMMA_TO_LINEAR(vec3(0.3, 0.4, 0.2));
+  vec3 b1 = vec3(0.02, 0.075, 0.01);
+  vec3 b2 = vec3(0.025, 0.1, 0.01);
+  vec3 t1 = vec3(0.65, 0.8, 0.25);
+  vec3 t2 = vec3(0.8, 0.9, 0.4);
 
   vec3 baseColour = mix(b1, b2, hashGrassColour.x);
   vec3 tipColour = mix(t1, t2, hashGrassColour.y);

+ 8 - 8
shaders/sky.glsl

@@ -1,5 +1,5 @@
 
-vec3 SKY_lighterBlue = vec3(0.39, 0.57, 0.86) * 0.35;
+vec3 SKY_lighterBlue = vec3(0.39, 0.57, 0.86) * 0.25;
 vec3 SKY_midBlue = vec3(0.1, 0.11, 0.1) * 0.5;
 vec3 SKY_darkerBlue = vec3(0.0);
 vec3 SKY_SUN_COLOUR = vec3(0.5);
@@ -8,19 +8,19 @@ vec3 SKY_FOG_GLOW_COLOUR = vec3(vec3(0.75, 0.75, 1.0) * 0.15);
 float SKY_POWER = 16.0;
 float SUN_POWER = 128.0;
 float SKY_DARK_POWER = 2.0;
-float SKY_fogScatterDensity = 0.0002;
-float SKY_fogExtinctionDensity = 0.006;
+float SKY_fogScatterDensity = 0.0005;
+float SKY_fogExtinctionDensity = 0.003;
 vec3 SUN_DIR = vec3(-1.0, 0.45, 1.0);
 
 // This is just a bunch of nonsense since I didn't want to implement a full
 // sky model. It's just a simple gradient with a sun and some fog.
 vec3 CalculateSkyLighting(vec3 viewDir, vec3 normalDir) {
-  vec3 lighterBlue = col3(GAMMA_TO_LINEAR(SKY_lighterBlue));
-  vec3 midBlue = col3(GAMMA_TO_LINEAR(SKY_midBlue));
-  vec3 darkerBlue = col3(GAMMA_TO_LINEAR(SKY_darkerBlue));
+  vec3 lighterBlue = col3(SKY_lighterBlue);
+  vec3 midBlue = col3(SKY_midBlue);
+  vec3 darkerBlue = col3(SKY_darkerBlue);
 
-  vec3 SUN_COLOUR = col3(GAMMA_TO_LINEAR(SKY_SUN_COLOUR));
-  vec3 SUN_GLOW_COLOUR = col3(GAMMA_TO_LINEAR(SKY_SUN_GLOW_COLOUR));
+  vec3 SUN_COLOUR = col3(SKY_SUN_COLOUR);
+  vec3 SUN_GLOW_COLOUR = col3(SKY_SUN_GLOW_COLOUR);
 
   float viewDirY = linearstep(-0.01, 1.0, viewDir.y);
 

+ 4 - 4
shaders/terrain-lighting-model-vsh.glsl

@@ -50,15 +50,15 @@ void main() {
   // vec3 baseColour = vec3(0.02, 0.2, 0.01);
   // vec3 tipColour = vec3(0.5, 0.5, 0.1);
 
-  vec3 baseColour = GAMMA_TO_LINEAR(vec3(0.05, 0.2, 0.01));
-  vec3 tipColour = GAMMA_TO_LINEAR(vec3(0.3, 0.3, 0.1));
+  vec3 baseColour = vec3(0.05, 0.2, 0.01);
+  vec3 tipColour = vec3(0.3, 0.3, 0.1);
 
   float aoDist = smoothstep(25.0, 50.0, distToVertex);
   float colourDist = smoothstep(50.0, 100.0, distToVertex);
-  float ao = mix(0.125, 1.0, aoDist);
+  float ao = mix(0.25, 1.0, aoDist);
   ao = mix(ao, 1.0, isSandy);
 
-  vec3 SAND_COLOUR = GAMMA_TO_LINEAR(vec3(0.6, 0.4, 0.2));
+  vec3 SAND_COLOUR = vec3(0.6, 0.4, 0.2);
 
   vTerrainColour = mix(baseColour, tipColour, colourDist);
   vTerrainColour = mix(vTerrainColour, SAND_COLOUR, smoothstep(-11.0, -14.0, height));

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