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Source/js/pxlRooms/FieldEnvironment
docs/js/pxlRooms/FieldEnvironment Expand file tree Collapse file tree 4 files changed +4
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lines changed Original file line number Diff line number Diff line change @@ -447,7 +447,6 @@ export class FieldEnvironment extends RoomEnvironment{
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let environmentGroundMat = this . pxlFile . pxlShaderBuilder ( envGroundUniforms , envGroundVert ( ) , envGroundFrag ( 1 ) ) ;
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environmentGroundMat . lights = true ;
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- console . log ( environmentGroundMat )
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envGroundUniforms . uniformNoise . value . wrapS = RepeatWrapping ;
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envGroundUniforms . uniformNoise . value . wrapT = RepeatWrapping ;
Original file line number Diff line number Diff line change @@ -346,7 +346,7 @@ export function grassClusterFrag(pointLightCount){
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// -- Depth Calculations - -- --
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// -- -- -- -- -- -- -- -- -- -- --
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- float depth = min(1.0, gl_FragCoord.z / gl_FragCoord.w * .001 );
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+ float depth = min(1.0, gl_FragCoord.z / gl_FragCoord.w * .0008 );
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float depthFade = max(0.0, 1.0-depth);
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// -- -- --
@@ -388,7 +388,7 @@ export function grassClusterFrag(pointLightCount){
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// -- Match Scene Tone -- -- --
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// -- -- -- -- -- -- -- -- -- -- --
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- Cd.rgb= mix( Cd.rgb * vCd.y, vFogColor, depth );
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+ Cd.rgb= mix( Cd.rgb * ( vCd.y*.55+.25) , vFogColor, depth );
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Cd.a=1.0;
Original file line number Diff line number Diff line change @@ -447,7 +447,6 @@ export class FieldEnvironment extends RoomEnvironment{
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let environmentGroundMat = this . pxlFile . pxlShaderBuilder ( envGroundUniforms , envGroundVert ( ) , envGroundFrag ( 1 ) ) ;
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environmentGroundMat . lights = true ;
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- console . log ( environmentGroundMat )
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envGroundUniforms . uniformNoise . value . wrapS = RepeatWrapping ;
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envGroundUniforms . uniformNoise . value . wrapT = RepeatWrapping ;
Original file line number Diff line number Diff line change @@ -346,7 +346,7 @@ export function grassClusterFrag(pointLightCount){
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// -- Depth Calculations - -- --
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// -- -- -- -- -- -- -- -- -- -- --
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- float depth = min(1.0, gl_FragCoord.z / gl_FragCoord.w * .001 );
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+ float depth = min(1.0, gl_FragCoord.z / gl_FragCoord.w * .0008 );
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float depthFade = max(0.0, 1.0-depth);
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// -- -- --
@@ -388,7 +388,7 @@ export function grassClusterFrag(pointLightCount){
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// -- Match Scene Tone -- -- --
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// -- -- -- -- -- -- -- -- -- -- --
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- Cd.rgb= mix( Cd.rgb * vCd.y, vFogColor, depth );
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+ Cd.rgb= mix( Cd.rgb * ( vCd.y*.55+.25) , vFogColor, depth );
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Cd.a=1.0;
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