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authorsotech117 <michael_foiani@brown.edu>2024-05-10 02:28:33 -0400
committersotech117 <michael_foiani@brown.edu>2024-05-10 02:28:33 -0400
commit80650ec974d661652eceb08616e8659febe2140d (patch)
tree5c2f43505d3c04a35169135ecae5cc52be2f413d /resources
parent6aab43ffd2c29a66f71b0684974abd5b2685341c (diff)
sebastian fix caustics
Diffstat (limited to 'resources')
-rwxr-xr-xresources/shaders/shader.frag9
-rwxr-xr-xresources/shaders/shader.vert4
2 files changed, 7 insertions, 6 deletions
diff --git a/resources/shaders/shader.frag b/resources/shaders/shader.frag
index 7fc82ed..ef4e9c7 100755
--- a/resources/shaders/shader.frag
+++ b/resources/shaders/shader.frag
@@ -44,8 +44,9 @@ float rand(vec4 n) {
}
vec2 uvFromWorldPoint(vec3 point) {
- float u = (point.x - widthBounds[0] * 50) / (widthBounds[1] * 50 - widthBounds[0] * 50);
- float v = (point.z - lengthBounds[0] * 50) / (lengthBounds[1] * 50 - lengthBounds[0] * 50);
+ float scale = 5.f;
+ float u = (point.x - widthBounds[0] * scale) / (widthBounds[1] * scale - widthBounds[0] * scale);
+ float v = (point.z - lengthBounds[0] * scale) / (lengthBounds[1] * scale - lengthBounds[0] * scale);
return vec2(u, v);
}
@@ -70,9 +71,9 @@ void main() {
vec2 refrUV = uvFromWorldPoint(refrPos);
vec2 reflUV = uvFromWorldPoint(reflPos);
-// float waterMurkiness = 0.002f; // TODO: Make uniform
+ float waterMurkiness = 0.003f; // TODO: Make uniform
// float waterMurkiness = 0.0005f; // TODO: Make uniform
- float waterMurkiness = 0.0005f; // TODO: Make uniform
+// float waterMurkiness = 0.000f; // TODO: Make uniform
vec3 waterVolumeColor = vec3(red * 0.1f, green * 0.2f, blue * 0.2f);
float murkDiffuse = 0.3f;
float murkAmbient = 0.8f;
diff --git a/resources/shaders/shader.vert b/resources/shaders/shader.vert
index 3cd5c17..0994b90 100755
--- a/resources/shaders/shader.vert
+++ b/resources/shaders/shader.vert
@@ -4,8 +4,8 @@ layout(location = 0) in vec3 position; // Position of the vertex
layout(location = 1) in vec3 normal; // Normal of the vertex
layout(location = 2) in vec3 texCoords; // Normal of the vertex
-uniform float depth = -3000.f;
-uniform float skyHeight = 500.f;
+uniform float depth = -500.f;
+uniform float skyHeight = 100.f;
uniform mat4 proj;
uniform mat4 view;
uniform mat4 model;