summaryrefslogtreecommitdiff
path: root/gfx/gl/shaders/landmass.fs
diff options
context:
space:
mode:
authorDan Goodliffe <dan@randomdan.homeip.net>2023-11-15 01:29:24 +0000
committerDan Goodliffe <dan@randomdan.homeip.net>2023-11-15 01:29:24 +0000
commit685b33980cc7a346574b24732464f0cbe3115a1f (patch)
tree048db87ad645f54285f0880d20b8acf81f65fea9 /gfx/gl/shaders/landmass.fs
parentSend position and rotation matrix to GPU separately (diff)
downloadilt-685b33980cc7a346574b24732464f0cbe3115a1f.tar.bz2
ilt-685b33980cc7a346574b24732464f0cbe3115a1f.tar.xz
ilt-685b33980cc7a346574b24732464f0cbe3115a1f.zip
Switch to millimeters for spatial units
Mostly a case of changing far too many magic numbers, something else to fix I guess. I probably missed something. Also there's some hackery when loading 3D models, which are still assumed to be in metres.
Diffstat (limited to 'gfx/gl/shaders/landmass.fs')
-rw-r--r--gfx/gl/shaders/landmass.fs6
1 files changed, 3 insertions, 3 deletions
diff --git a/gfx/gl/shaders/landmass.fs b/gfx/gl/shaders/landmass.fs
index 4dc92bb..9865d11 100644
--- a/gfx/gl/shaders/landmass.fs
+++ b/gfx/gl/shaders/landmass.fs
@@ -11,9 +11,9 @@ const vec3 rock = vec3(.2, .2, .1);
const vec3 sand = vec3(.76, .7, .5);
const vec3 snow = vec3(.97, .97, .99);
-const float beachline = .5;
-const float snowline_low = 28;
-const float snowline_high = 30;
+const float beachline = 500;
+const float snowline_low = 28000;
+const float snowline_high = 30000;
const float slope_min = .99;
const float slope_mid = .95;