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-rw-r--r--gfx/gl/sceneRenderer.cpp2
-rw-r--r--gfx/gl/shaders/landmass.fs6
-rw-r--r--gfx/gl/shaders/pointLight.fs2
-rw-r--r--gfx/gl/shaders/pointLight.vs2
-rw-r--r--gfx/gl/shaders/spotLight.fs2
-rw-r--r--gfx/gl/shaders/spotLight.vs2
-rw-r--r--gfx/gl/shaders/water.fs2
-rw-r--r--gfx/gl/shaders/water.vs4
-rw-r--r--gfx/gl/shadowMapper.cpp10
9 files changed, 16 insertions, 16 deletions
diff --git a/gfx/gl/sceneRenderer.cpp b/gfx/gl/sceneRenderer.cpp
index 9b5510e..53178e5 100644
--- a/gfx/gl/sceneRenderer.cpp
+++ b/gfx/gl/sceneRenderer.cpp
@@ -15,7 +15,7 @@ static constexpr const std::array<const glm::i8vec4, 4> displayVAOdata {{
}};
SceneRenderer::SceneRenderer(ScreenAbsCoord s, GLuint o) :
- camera {{-1250.0F, -1250.0F, 35.0F}, quarter_pi, ratio(s), 0.1F, 10000.0F}, size {s}, output {o},
+ camera {{-1250000.0F, -1250000.0F, 35.0F}, quarter_pi, ratio(s), 100.F, 10000000.0F}, size {s}, output {o},
lighting {lighting_vs, lighting_fs}, shadowMapper {{2048, 2048}}
{
shader.setViewPort({0, 0, size.x, size.y});
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;
diff --git a/gfx/gl/shaders/pointLight.fs b/gfx/gl/shaders/pointLight.fs
index bd32c05..1a68df8 100644
--- a/gfx/gl/shaders/pointLight.fs
+++ b/gfx/gl/shaders/pointLight.fs
@@ -26,5 +26,5 @@ main()
if (normalDot < 0) {
discard;
}
- FragColor = (colour * normalDot) / (1 + (kq * pow(lightDist, 2)));
+ FragColor = (colour * normalDot) / (1 + (kq * pow(lightDist / 1000.0, 2)));
}
diff --git a/gfx/gl/shaders/pointLight.vs b/gfx/gl/shaders/pointLight.vs
index b3fe7b9..7694a25 100644
--- a/gfx/gl/shaders/pointLight.vs
+++ b/gfx/gl/shaders/pointLight.vs
@@ -13,6 +13,6 @@ void
main()
{
centre = position;
- size = (8 * sqrt(max(max(colour.r, colour.g), colour.b))) / sqrt(kq);
+ size = (8000 * sqrt(max(max(colour.r, colour.g), colour.b))) / sqrt(kq);
gl_Position = vec4(centre - viewPoint, 0);
}
diff --git a/gfx/gl/shaders/spotLight.fs b/gfx/gl/shaders/spotLight.fs
index add86fd..78b8f72 100644
--- a/gfx/gl/shaders/spotLight.fs
+++ b/gfx/gl/shaders/spotLight.fs
@@ -30,5 +30,5 @@ main()
if (normalDot < 0) {
discard;
}
- FragColor = (colour * normalDot) / (1 + (kq * pow(lightDist, 2)));
+ FragColor = (colour * normalDot) / (1 + (kq * pow(lightDist / 1000.0, 2)));
}
diff --git a/gfx/gl/shaders/spotLight.vs b/gfx/gl/shaders/spotLight.vs
index e61b641..08197a4 100644
--- a/gfx/gl/shaders/spotLight.vs
+++ b/gfx/gl/shaders/spotLight.vs
@@ -18,7 +18,7 @@ main()
{
position = v_position;
direction = normalize(v_direction);
- size = (8 * sqrt(max(max(colour.r, colour.g), colour.b))) / sqrt(kq);
+ size = (8000 * sqrt(max(max(colour.r, colour.g), colour.b))) / sqrt(kq);
cosarc = cos(arc / 2);
gl_Position = vec4(position - viewPoint, 0);
}
diff --git a/gfx/gl/shaders/water.fs b/gfx/gl/shaders/water.fs
index 04aa94c..2ccc924 100644
--- a/gfx/gl/shaders/water.fs
+++ b/gfx/gl/shaders/water.fs
@@ -13,5 +13,5 @@ main()
gPosition = vec4(FragPos, 1);
gNormal = vec4(Normal, 1);
gAlbedoSpec = texture(texture0, TexCoords);
- gAlbedoSpec.a *= clamp(-FragPos.z * .7, .1, 1.0);
+ gAlbedoSpec.a *= clamp(-FragPos.z * .0007, .1, 1.0);
}
diff --git a/gfx/gl/shaders/water.vs b/gfx/gl/shaders/water.vs
index 014499f..03eabb2 100644
--- a/gfx/gl/shaders/water.vs
+++ b/gfx/gl/shaders/water.vs
@@ -10,8 +10,8 @@ uniform vec3 waves;
void
main()
{
- vec3 wpos = vec3(position.x + cos(waves.x), position.y + cos(waves.x * waves.y / 2),
- cos(waves.x + position.x + (position.y / 8)) * .3);
+ vec3 wpos = vec3(position.x + (cos(waves.x) * 1000.0), position.y + (cos(waves.x * waves.y / 2) * 1000.0),
+ cos(waves.x + (position.x / 1000.0) + (position.y * 125.0)) * 300.0);
FragPos = vec3(wpos.xy, position.z);
TexCoords = texCoord;
diff --git a/gfx/gl/shadowMapper.cpp b/gfx/gl/shadowMapper.cpp
index e4ee47a..190f20e 100644
--- a/gfx/gl/shadowMapper.cpp
+++ b/gfx/gl/shadowMapper.cpp
@@ -80,11 +80,11 @@ constexpr std::array<std::array<TextureRelRegion, ShadowMapper::SHADOW_BANDS>, S
}},
}};
constexpr std::array<float, ShadowMapper::SHADOW_BANDS + 1> shadowBands {
- 1.F,
- 250.F,
- 750.F,
- 2500.F,
- 10000.F,
+ 1000.F,
+ 250000.F,
+ 750000.F,
+ 2500000.F,
+ 10000000.F,
};
static_assert(viewports.size() == shadowMapRegions.size());
static_assert(shadowBands.size() == shadowMapRegions.size() + 1);