diff --git a/src/shaders/fragment.frag b/src/shaders/fragment.frag index 7861334..0b6140a 100644 --- a/src/shaders/fragment.frag +++ b/src/shaders/fragment.frag @@ -111,7 +111,7 @@ vec2 mapScene(vec3 p) { float distFromCenter = hexDistance(hex.axial); int fftIndex = int(cl(distFromCenter + 1., 0.0, 511.0)); float noise = mix(noise(hex.axial+1., 0.1), noise(hex.axial+1., 0.2), sin(u_time * 4.)); - float hexHeight = cl(1.0 + (fft_output[fftIndex] * 2.0 + noise), 0., 15.); + float hexHeight = cl(1.0 + (fft_output[fftIndex] * 2.0 + noise), 0., 9.); vec3 r = vec3(hex.local.x + offset.x,hex.local.y,hex.local.z+offset.y); // r.yz *= rot2D(PI * 0.5); r.xz *= rot2D(0.5); @@ -340,7 +340,7 @@ vec3 render(vec2 uv) { vec3 mat = pal(hitPos.y*hitPos.y*0.01); //vec3 lights = vec3(0.); - vec3 lights = addPointLight(vec3(0., 20.0, 0.), vec3(0.7, 0.3, 0.7), 15.0, hitPos, rayDir, nor); + vec3 lights = addPointLight(vec3(0., 20.0, 0.), vec3(0.7, 0.3, 0.7), 5.0, hitPos, rayDir, nor); mat *= max(vec3(0.), lights); // output with lights; col = mat; } @@ -350,7 +350,7 @@ vec3 render(vec2 uv) { float bGlowDistance = 0.8; vec3 p = camPos + t.x * rayDir; - vec3 bGlowLevel = bGlowColor * exp(-(p.y + 0.0) / bGlowDistance) * 10000.; + vec3 bGlowLevel = bGlowColor * exp(-(p.y + 0.0) / bGlowDistance) * 9000.; col += bGlowLevel; col = clamp(mix(bGlowLevel, col, t.z), 0.0, 1.0);