forked from townforge/townforge
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7cf48d836f
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d70fc0cd71
Author | SHA1 | Date | |
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d70fc0cd71 | |||
350f06e82d |
@ -1,21 +1,21 @@
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||||
<material>
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||||
<technique name="Techniques/TownforgeTerrainLowQuality.xml" loddistance="2500" />
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<technique name="Techniques/TownforgeTerrain.xml" loddistance="0" />
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<texture unit="1" name="Textures/aerial_ground_rock_diff_2k-tiling.dds" />
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<texture unit="2" name="Textures/stone063.dds" />
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<texture unit="3" name="Textures/Grass-0467-tiling2k.dds" />
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<texture unit="4" name="Textures/snowy-grass-texturelib.dds" />
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<texture unit="1" name="Textures/Enviroment/DeadGrass.dds" />
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<texture unit="2" name="Textures/Enviroment/Ground.dds" />
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<texture unit="3" name="Textures/Enviroment/Grass.dds" />
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<texture unit="4" name="Textures/Enviroment/snowOverlay.dds" />
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<texture unit="5" />
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<texture unit="6" name="Textures/pure-white-snow-surface-final-blurred.dds" />
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<parameter name="MatSpecColor" value="0.25 0.25 0.25 16" />
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<parameter name="DetailTiling" value="4 4" />
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<texture unit="6" name="Textures/Enviroment/snow.dds" />
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<texture unit="7" name="Textures/Enviroment/cliff.dds" />
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<parameter name="MatSpecColor" value="1 1 1 16" />
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<parameter name="DetailTiling" value="1 1" />
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<parameter name="Temperature" value="0.0" />
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<parameter name="SnowinessMinTemperature" value="-10.0" />
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<parameter name="SnowinessMaxTemperature" value="2.0" />
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<parameter name="TemperatureAltitudeFloor" value="0.0" />
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<parameter name="TemperatureAltitudeDecrease" value="0.0" />
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<parameter name="MaxSnowDepth" value="0.9" />
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<parameter name="SnowDarkening" value="0.85" />
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<parameter name="MaxSnowDepth" value="1.0" />
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<parameter name="SnowDarkening" value="0.75" />
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<parameter name="HighlightColor" value="0 0 0 1" />
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</material>
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</material>
|
@ -1,22 +1,22 @@
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<material>
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<technique name="Techniques/TownforgeTerrainLowQuality.xml" loddistance="2500" />
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<technique name="Techniques/TownforgeTerrainNoSnow.xml" loddistance="0" />
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<texture unit="1" name="Textures/aerial_ground_rock_diff_2k-tiling.dds" />
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<texture unit="2" name="Textures/stone063.dds" />
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<texture unit="3" name="Textures/Grass-0467-tiling2k.dds" />
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<texture unit="4" name="Textures/snowy-grass-texturelib.dds" />
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<technique name="Techniques/TownforgeTerrainNoSnow.xml" />
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<texture unit="1" name="Textures/Enviroment/DeadGrass.dds" />
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<texture unit="2" name="Textures/Enviroment/Ground.dds" />
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<texture unit="3" name="Textures/Enviroment/Grass.dds" />
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<texture unit="4" name="Textures/Enviroment/snowOverlay.dds" />
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<texture unit="5" />
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<texture unit="6" name="Textures/pure-white-snow-surface-final-blurred.dds" />
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<texture unit="6" name="Textures/Enviroment/snow.dds" />
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<texture unit="7" name="Textures/Enviroment/cliff.dds" />
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<parameter name="MatSpecColor" value="0.25 0.25 0.25 16" />
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<parameter name="DetailTiling" value="4 4" />
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<parameter name="MatSpecColor" value="1 1 1 16" />
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<parameter name="DetailTiling" value="1 1" />
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<parameter name="Temperature" value="0.0" />
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<parameter name="EnableSnow" value="1" />
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<parameter name="SnowinessMinTemperature" value="-10.0" />
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<parameter name="SnowinessMaxTemperature" value="2.0" />
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<parameter name="TemperatureAltitudeFloor" value="0.0" />
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<parameter name="TemperatureAltitudeDecrease" value="0.0" />
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<parameter name="MaxSnowDepth" value="0.9" />
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<parameter name="SnowDarkening" value="0.85" />
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<parameter name="MaxSnowDepth" value="1.0" />
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<parameter name="SnowDarkening" value="0.75" />
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<parameter name="HighlightColor" value="0 0 0 1" />
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</material>
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</material>
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@ -1,7 +1,7 @@
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<material>
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<technique name="Techniques/TF_cubes.xml" />
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<texture unit="diffuse" name="Textures/Cubes/OakPainted.dds" />
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<parameter name="MatSpecColor" value="1 1 1 16" />
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<parameter name="MatSpecColor" value=".5 .5 .5 16" />
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<parameter name="MatDiffColor" value=".259 .203 .01 1" />
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<parameter name="TextureTiles" value="7" />
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<parameter name="SpecContrastD" value=".3" />
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@ -1,7 +1,7 @@
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<material>
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<technique name="Techniques/TF_cubes.xml" />
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<texture unit="diffuse" name="Textures/Cubes/OakPainted.dds" />
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<parameter name="MatSpecColor" value="1 1 1 16" />
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<parameter name="MatSpecColor" value=".5 .5 .5 16" />
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<parameter name="MatDiffColor" value=".299 .054 .292 1" />
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<parameter name="TextureTiles" value="7" />
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<parameter name="SpecContrastD" value=".3" />
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@ -1,7 +1,7 @@
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<material>
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<technique name="Techniques/TF_cubes.xml" />
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<texture unit="diffuse" name="Textures/Cubes/OakPainted.dds" />
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<parameter name="MatSpecColor" value="1 1 1 16" />
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<parameter name="MatSpecColor" value=".5 .5 .5 16" />
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<parameter name="MatDiffColor" value=".356 .225 .225 1" />
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<parameter name="TextureTiles" value="7" />
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<parameter name="SpecContrastD" value=".3" />
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@ -1,7 +1,7 @@
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<material>
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<technique name="Techniques/TF_cubes.xml" />
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<texture unit="diffuse" name="Textures/Cubes/OakPainted.dds" />
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<parameter name="MatSpecColor" value="1 1 1 16" />
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<parameter name="MatSpecColor" value=".5 .5 .5 16" />
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<parameter name="MatDiffColor" value=".423 .604 .381 1" />
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<parameter name="TextureTiles" value="7" />
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<parameter name="SpecContrastD" value=".3" />
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@ -1,7 +1,7 @@
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<material>
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<technique name="Techniques/TF_cubes.xml" />
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<texture unit="diffuse" name="Textures/Cubes/OakPainted.dds" />
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<parameter name="MatSpecColor" value="1 1 1 16" />
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<parameter name="MatSpecColor" value=".5 .5 .5 16" />
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<parameter name="MatDiffColor" value=".233 .461 .550 1" />
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<parameter name="TextureTiles" value="7" />
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<parameter name="SpecContrastD" value=".3" />
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@ -1,7 +1,7 @@
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<material>
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<technique name="Techniques/TF_cubes.xml" />
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<texture unit="diffuse" name="Textures/Cubes/OakPainted.dds" />
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<parameter name="MatSpecColor" value="1 1 1 16" />
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<parameter name="MatSpecColor" value=".5 .5 .5 16" />
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<parameter name="MatDiffColor" value=".766 .728 0 1" />
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<parameter name="TextureTiles" value="7" />
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<parameter name="SpecContrastD" value=".3" />
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@ -1,7 +1,7 @@
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<material>
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<technique name="Techniques/TF_cubes.xml" />
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<texture unit="diffuse" name="Textures/Cubes/OakPainted.dds" />
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<parameter name="MatSpecColor" value="1 1 1 16" />
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<parameter name="MatSpecColor" value=".5 .5 .5 16" />
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<parameter name="MatDiffColor" value=".685 .911 1 1" />
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<parameter name="TextureTiles" value="7" />
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<parameter name="SpecContrastD" value=".3" />
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@ -1,7 +1,7 @@
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<material>
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<technique name="Techniques/TF_cubes.xml" />
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<texture unit="diffuse" name="Textures/Cubes/OakPainted.dds" />
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<parameter name="MatSpecColor" value="1 1 1 16" />
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<parameter name="MatSpecColor" value=".5 .5 .5 16" />
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<parameter name="MatDiffColor" value=".835 .454 .824 1" />
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<parameter name="TextureTiles" value="7" />
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<parameter name="SpecContrastD" value=".3" />
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@ -1,7 +1,7 @@
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<material>
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<technique name="Techniques/TF_cubes.xml" />
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<texture unit="diffuse" name="Textures/Cubes/OakPainted.dds" />
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<parameter name="MatSpecColor" value="1 1 1 16" />
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<parameter name="MatSpecColor" value=".5 .5 .5 16" />
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<parameter name="MatDiffColor" value=".83 .848 .248 1" />
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<parameter name="TextureTiles" value="7" />
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<parameter name="SpecContrastD" value=".3" />
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@ -2,7 +2,7 @@
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<technique name="Techniques/TF_cubes.xml" />
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<texture unit="diffuse" name="Textures/Cubes/SandstoneRoughCobblestone.dds" />
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<parameter name="MatSpecColor" value="2 2 2 16" />
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<parameter name="MatDiffColor" value="1 1 1 1" />
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<parameter name="MatDiffColor" value=".9 .9 .9 1" />
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<parameter name="TextureTiles" value="7" />
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<parameter name="SpecContrastD" value=".3" />
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<parameter name="SpecContrastL" value="1" />
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@ -2,7 +2,7 @@
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<technique name="Techniques/TF_cubes.xml" />
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<texture unit="diffuse" name="Textures/Cubes/SandstoneRaw.dds" />
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<parameter name="MatSpecColor" value="3 3 3 16" />
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<parameter name="MatDiffColor" value="1 1 1 1" />
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<parameter name="MatDiffColor" value=".8 .8 .8 1" />
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<parameter name="TextureTiles" value="7" />
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<parameter name="SpecContrastD" value=".45" />
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<parameter name="SpecContrastL" value="1" />
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@ -41,6 +41,12 @@ varying vec4 vWorldPos;
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#endif
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#endif
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#ifndef GL_ES
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varying vec4 vEyeVec;
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#else
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varying highp vec4 vEyeVec;
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#endif
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uniform float cSpecContrastD;
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uniform float cSpecContrastL;
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@ -51,6 +57,8 @@ void VS()
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gl_Position = GetClipPos(worldPos);
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vNormal = GetWorldNormal(modelMatrix);
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vWorldPos = vec4(worldPos, GetDepth(gl_Position));
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vEyeVec = vec4(cCameraPos - worldPos, GetDepth(gl_Position));
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#ifdef VERTEXCOLOR
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vColor = iColor;
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@ -109,6 +117,8 @@ void VS()
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void PS()
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{
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float fresnel = pow(1.0 - clamp(dot(normalize(vEyeVec.xyz), vNormal), 0.0, 1.0), 4.0);
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#ifdef DIFFMAP
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vec3 albedo = texture2D(sDiffMap, vTexCoord.xy).rgb;
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@ -128,11 +138,13 @@ void PS()
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#endif
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#ifdef SPECMAP
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vec3 specColor = cMatSpecColor.rgb * smoothstep(cSpecContrastD, cSpecContrastL, albedo.b);
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vec3 specColor = cMatSpecColor.rgb * smoothstep(cSpecContrastD, cSpecContrastL, albedo.b) * mix(.8, 10.0, fresnel);
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#else
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vec3 specColor = cMatSpecColor.rgb;
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#endif
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diffColor = diffColor * mix(1.1, .8, fresnel);
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// Get normal
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#ifdef NORMALMAP
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mat3 tbn = mat3(vTangent.xyz, vec3(vTexCoord.zw, vTangent.w), vNormal);
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@ -4,6 +4,7 @@
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#include "ScreenPos.glsl"
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#include "Lighting.glsl"
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#include "Fog.glsl"
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#include "PostProcess.glsl"
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varying vec2 vTexCoord;
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@ -51,48 +52,46 @@ uniform sampler2D sHighlightMap5;
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uniform sampler2D sSnowMap6;
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#endif
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#endif
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uniform sampler2D sDetailMap7;
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#ifndef GL_ES
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uniform vec2 cDetailTiling;
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varying vec4 vEyeVec;
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#else
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uniform mediump vec2 cDetailTiling;
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varying highp vec4 vEyeVec;
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#endif
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#ifndef NOSNOW
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#
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uniform float cTemperature;
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uniform float cSnowinessMinTemperature;
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uniform float cSnowinessMaxTemperature;
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uniform float cTemperatureAltitudeFloor;
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uniform float cTemperatureAltitudeDecrease;
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uniform float cMaxSnowDepth;
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const float min_snow_threshold = 0.25;
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const float max_snow_threshold = 0.95;
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const float snow_saturation = 0.15;
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uniform float cSnowDarkening;
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#ifndef SNOWTEXTURE
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const vec4 snowColor = vec4(184.0 / 255.0, 183.0 / 255.0, 209 / 255.0, 1.0);
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#endif
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varying float snow_depth;
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varying float snowiness;
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#endif
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uniform vec4 cHighlightColor;
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#ifndef NOSNOW
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varying float snowiness;
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varying float snow_depth;
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uniform float cTemperature;
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varying float grassiness;
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uniform float cTemperatureAltitudeDecrease;
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uniform float cTemperatureAltitudeFloor;
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float GetSnowinessAtHeight(float height)
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const float ambientMultiplier = 1.5;
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float GetTemperatureAtHeight(float height)
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{
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height = max(height - cTemperatureAltitudeFloor, 0.0);
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float temperature = cTemperature - height * cTemperatureAltitudeDecrease;
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temperature -= height * cTemperatureAltitudeDecrease;
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temperature = max(temperature, cSnowinessMinTemperature);
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temperature = min(temperature, cSnowinessMaxTemperature);
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return (cSnowinessMaxTemperature - temperature) / (cSnowinessMaxTemperature - cSnowinessMinTemperature);
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return temperature;
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}
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#endif
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void VS()
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{
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@ -103,6 +102,8 @@ void VS()
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vWorldPos = vec4(worldPos, GetDepth(gl_Position));
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vTexCoord = GetTexCoord(iTexCoord);
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vDetailTexCoord = cDetailTiling * vTexCoord;
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vEyeVec = vec4(cCameraPos - worldPos, GetDepth(gl_Position));
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#ifdef PERPIXEL
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// Per-pixel forward lighting
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@ -145,8 +146,15 @@ void VS()
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#endif
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#endif
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float posTemperature = GetTemperatureAtHeight(vWorldPos.y);
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grassiness = max(cTemperature, -2.0);
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grassiness = min(grassiness, 10.0);
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grassiness = (grassiness + 2.0) / (10.0);
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#ifndef NOSNOW
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snowiness = GetSnowinessAtHeight(vWorldPos.y);
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snowiness = max(posTemperature, cSnowinessMinTemperature);
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snowiness = min(snowiness, cSnowinessMaxTemperature);
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snowiness = (cSnowinessMaxTemperature - snowiness) / (cSnowinessMaxTemperature - cSnowinessMinTemperature);
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float snow_threshold = min_snow_threshold * snowiness + max_snow_threshold * (1.0 - snowiness);
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float upness = min((max(2.0 * snowiness * dot(vNormal, vec3(0.0, 1.0, 0.0)), snow_threshold) - snow_threshold) / (1.0 + snow_saturation - snow_threshold), 1.0);
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snow_depth = snowiness * max((upness - 0.5), 0.0) * 2;
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@ -156,24 +164,45 @@ void VS()
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void PS()
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{
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// Get material diffuse albedo
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// // Weights
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vec3 weights = texture2D(sWeightMap0, vTexCoord).rgb;
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float sumWeights = weights.r + weights.g + weights.b;
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weights /= sumWeights;
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vec4 diffColor = cMatDiffColor * (
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#ifdef NOSNOW
|
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weights.r * texture2D(sDetailMap1, vDetailTexCoord) +
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#else
|
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weights.r * texture2D(sDetailMap1, vDetailTexCoord) * (1.0 - snowiness) +
|
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weights.r * texture2D(sDetailMap4, vDetailTexCoord) * snowiness +
|
||||
#endif
|
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weights.g * texture2D(sDetailMap2, vDetailTexCoord) +
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weights.b * texture2D(sDetailMap3, vDetailTexCoord)
|
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float weightsCr = max(weights.b, weights.r);
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// // Textures
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vec4 tGrass = texture2D(sDetailMap3, vDetailTexCoord) * .1 + texture2D(sDetailMap3, vDetailTexCoord * 20) * .8;
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vec4 tDeadGrass = texture2D(sDetailMap1, vDetailTexCoord) * .1 + texture2D(sDetailMap1, vDetailTexCoord * 20);
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||||
vec4 tGround = texture2D(sDetailMap2, vDetailTexCoord) * .1 + texture2D(sDetailMap2, vDetailTexCoord * 20) * .8;
|
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vec4 dtGrass = mix(tDeadGrass, tGrass , grassiness);
|
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vec4 tMountain = texture2D(sDetailMap7, vDetailTexCoord) * .4 + texture2D(sDetailMap7, vDetailTexCoord * 4) * .6;
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|
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// // Mix Diffuse
|
||||
vec4 diffColor = (
|
||||
((weights.r * tGround * mix(.8, 1.0, grassiness) +
|
||||
weights.b * tGrass) * weightsCr +
|
||||
(1.0 - weightsCr) * dtGrass) *
|
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(1.0 - weights.g) + tMountain * weights.g * .8
|
||||
);
|
||||
|
||||
// Get material specular from diffuse
|
||||
vec3 specColor = cMatSpecColor.rgb * (diffColor.g - .4);
|
||||
|
||||
// Add Snow
|
||||
#ifndef NOSNOW
|
||||
vec4 tSnowOverlay = texture2D(sDetailMap4, vDetailTexCoord) * (1.0 - texture2D(sDetailMap4, vDetailTexCoord * 5));
|
||||
vec4 tSnow = (texture2D(sSnowMap6, vTexCoord) * .8 + texture2D(sSnowMap6, vTexCoord * 4) * .2) * cSnowDarkening;
|
||||
if (snowiness != .0 && snow_depth != 1.0)
|
||||
diffColor = diffColor * (1.0 - tSnowOverlay * (1.0 - weights.g) * (1.0 - weights.r * .5) * snowiness) +
|
||||
tSnowOverlay * .4 * (1.0 - weights.g) * (1.0 - weights.r * .7);
|
||||
|
||||
if (snow_depth != .0)
|
||||
diffColor = diffColor * (1.0 - snow_depth) + tSnow * snow_depth * .7;
|
||||
#endif
|
||||
|
||||
// Get material specular albedo
|
||||
vec3 specColor = cMatSpecColor.rgb;
|
||||
|
||||
float fresnel = pow(1.0 - clamp(dot(normalize(vEyeVec.xyz), vNormal), 0.0, 1.0), 4.0);
|
||||
diffColor = diffColor * mix(1.1, .8, fresnel);
|
||||
|
||||
// Get normal
|
||||
#ifdef APPROXIMATENORMAL
|
||||
vec3 normal = vNormal;
|
||||
@ -181,13 +210,6 @@ void PS()
|
||||
vec3 normal = normalize(vNormal);
|
||||
#endif
|
||||
|
||||
#ifndef NOSNOW
|
||||
#ifdef SNOWTEXTURE
|
||||
vec4 snowColor = texture2D(sSnowMap6, vTexCoord * 2) * cSnowDarkening;
|
||||
#endif
|
||||
diffColor = diffColor * (1.0 - snow_depth) + snowColor * snow_depth * cSnowDarkening;
|
||||
#endif
|
||||
|
||||
// Get fog factor
|
||||
#ifdef HEIGHTFOG
|
||||
float fogFactor = GetHeightFogFactor(vWorldPos.w, vWorldPos.y);
|
||||
@ -223,7 +245,7 @@ void PS()
|
||||
#endif
|
||||
|
||||
#ifdef AMBIENT
|
||||
finalColor += cAmbientColor.rgb * diffColor.rgb;
|
||||
finalColor += cAmbientColor.rgb * diffColor.rgb * ambientMultiplier;
|
||||
finalColor += cMatEmissiveColor;
|
||||
gl_FragColor = vec4(GetFog(finalColor, fogFactor), diffColor.a);
|
||||
#else
|
||||
@ -246,7 +268,7 @@ void PS()
|
||||
gl_FragData[3] = vec4(EncodeDepth(vWorldPos.w), 0.0);
|
||||
#else
|
||||
// Ambient & per-vertex lighting
|
||||
vec3 finalColor = vVertexLight * diffColor.rgb;
|
||||
vec3 finalColor = vVertexLight * diffColor.rgb * ambientMultiplier;
|
||||
|
||||
#ifdef MATERIAL
|
||||
// Add light pre-pass accumulation result
|
||||
|
BIN
GameData/Textures/Enviroment/DeadGrass.dds
Normal file
BIN
GameData/Textures/Enviroment/DeadGrass.dds
Normal file
Binary file not shown.
BIN
GameData/Textures/Enviroment/Grass.dds
Normal file
BIN
GameData/Textures/Enviroment/Grass.dds
Normal file
Binary file not shown.
BIN
GameData/Textures/Enviroment/Ground.dds
Normal file
BIN
GameData/Textures/Enviroment/Ground.dds
Normal file
Binary file not shown.
BIN
GameData/Textures/Enviroment/cliff.dds
Executable file
BIN
GameData/Textures/Enviroment/cliff.dds
Executable file
Binary file not shown.
BIN
GameData/Textures/Enviroment/snow.dds
Executable file
BIN
GameData/Textures/Enviroment/snow.dds
Executable file
Binary file not shown.
BIN
GameData/Textures/Enviroment/snowOverlay.dds
Executable file
BIN
GameData/Textures/Enviroment/snowOverlay.dds
Executable file
Binary file not shown.
@ -2867,7 +2867,7 @@ void CryptoCityUrho3D::UpdateSky()
|
||||
const float interp = fmax(sin_timeOfDay, 0.0f);
|
||||
const float night_interp = fmax(sin_timeOfDay * -1, .0f);
|
||||
const float late_interp = fmin(1.0f, interp * 2.5f);
|
||||
const float ambient_intensity = Lerp(.3f, .8f, interp);
|
||||
const float ambient_intensity = Lerp(.4f, .7f, interp);
|
||||
float sunset_reddening = 4 * fmax((cos(M_PI * 1.0f + timeOfDay) - .75f), 0.0f);
|
||||
//float evening = fmax(cos(M_PI * .55f + timeOfDay), 0);
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user