Tweak fog params
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c4ca8b9a04
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31c86644a7
3 changed files with 15 additions and 8 deletions
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@ -7,7 +7,6 @@ const SHADOW_SAMPLES = 2;
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const INV_SHADOW_SAMPLES = 1.0 / 25.0;
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const FOG_MAX_STEPS = 30;
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const FOG_STEP_SIZE = 5.0;
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const FOG_SCALE = 0.01;
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const FOG_DENSITY = 2.0;
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const FOG_ALPHA = 1.0;
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const FOG_BLEND_STEPS = 4;
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@ -46,11 +46,19 @@ var t_geometry_depth: texture_depth_2d;
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var s_geometry_depth: sampler;
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fn fog_noise(pos: vec3<f32>) -> f32 {
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var p = pos * FOG_SCALE;
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p.x += global_uniforms.time * 0.1;
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p.y += global_uniforms.time * 0.2;
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p.z += sin(global_uniforms.time * 0.1) * 0.2;
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return fbm(p);
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var p1 = pos * 0.01;
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p1.x += global_uniforms.time * 0.2;
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p1.y += global_uniforms.time * 0.2;
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p1.z += sin(global_uniforms.time * 0.1) * 0.5;
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let noise1 = fbm(p1);
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var p2 = pos * 0.05;
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p2.x += global_uniforms.time * 0.2;
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p2.y += global_uniforms.time * 0.2;
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p2.z += sin(global_uniforms.time * 0.1) * 0.5;
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let noise2 = fbm(p2);
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return 0.8 * noise1 + 0.2 * noise2;
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}
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fn ray_march(origin: vec3<f32>, direction: vec3<f32>, scene_depth: f32) -> f32 {
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@ -400,9 +400,9 @@ impl State {
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});
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let fog_instances = vec![Instance {
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position: [0.0, 20.0, 0.0].into(),
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position: [0.0, 30.0, 0.0].into(),
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rotation: cgmath::Quaternion::one(),
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scale: [1360.0, 20.0, 600.0].into(),
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scale: [1360.0, 30.0, 600.0].into(),
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}];
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let fog_instance_data = fog_instances.iter().map(Instance::to_raw).collect::<Vec<_>>();
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let fog_instance_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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