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Add some grass, tweak the lights
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4 files changed

+8
-2
lines changed

4 files changed

+8
-2
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Source/js/pxlRooms/FieldEnvironment/Shaders.js

Lines changed: 4 additions & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -236,9 +236,12 @@ export function envGroundFrag( pointLightCount ){
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vec3 lightVector = normalize(lightDelta);
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float lightNormDot = clamp(dot(-lightVector, vN), 0.0, 1.0);
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vec3 lightInf= pointLights[i].color;
239-
float lightDist = max( 0.0, (1.0-length( lightDelta )*.0040) );
239+
float lightDist = max( 0.0, (1.0-length( lightDelta )*.0015) );
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lights *= vec3( pointLights[i].color * ( lightDist ) );
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lights += lightInf * lightNormDot;
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//float lightDist = max( 0.0, (1.0-length( lightDelta )*.001) );
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//float lightDist = pow( length( lightDelta ) / pointLights[i].distance, pointLights[i].decay);
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//lights += vec3( pointLights[i].color * ( lightDist ) ) * lightInf * lightNormDot ;
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}
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Cd.rgb *= lights;
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#endif
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docs/js/pxlRooms/FieldEnvironment/Shaders.js

Lines changed: 4 additions & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -236,9 +236,12 @@ export function envGroundFrag( pointLightCount ){
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vec3 lightVector = normalize(lightDelta);
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float lightNormDot = clamp(dot(-lightVector, vN), 0.0, 1.0);
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vec3 lightInf= pointLights[i].color;
239-
float lightDist = max( 0.0, (1.0-length( lightDelta )*.0040) );
239+
float lightDist = max( 0.0, (1.0-length( lightDelta )*.0015) );
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lights *= vec3( pointLights[i].color * ( lightDist ) );
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lights += lightInf * lightNormDot;
242+
//float lightDist = max( 0.0, (1.0-length( lightDelta )*.001) );
243+
//float lightDist = pow( length( lightDelta ) / pointLights[i].distance, pointLights[i].decay);
244+
//lights += vec3( pointLights[i].color * ( lightDist ) ) * lightInf * lightNormDot ;
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}
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Cd.rgb *= lights;
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#endif

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