From 43f8babf2ecf0cd38f97c8eb5298b20d72d184d7 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Markus=20J=C3=A4rvisalo?= Date: Thu, 1 Aug 2024 22:35:07 +0300 Subject: [PATCH] =?UTF-8?q?glowin=20s=C3=A4=C3=A4t=C3=B6=C3=A4?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- shader.glsl | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/shader.glsl b/shader.glsl index 61c5785..346286c 100644 --- a/shader.glsl +++ b/shader.glsl @@ -250,7 +250,7 @@ float rayMarch(vec3 ro, vec3 rd, int a) { // Raymarching for (int i = 0; i < 100; i++) { d = map(ro + rd * t, 0); // Get distance to objects - if (a==0&&d.z<0.3) glow += 0.05/(1.0 + 10.*pow(d.z, .5)); + if (a==0&&d.z<0.3) glow += pow(0.01/d.z,0.8)*0.6; t += d.x; // "march" the ray if (d.x < 1e-3 || t > 500.) break; } @@ -417,7 +417,7 @@ vec3 sceneGate(vec2 uv) if(mat == 6.) col *= vec3(0.01, 0.04, 0.06) + addSpecular(n,rd,.1, 2.5); } - col += glow * chevronColor*3.0; + col += glow * chevronColor*.25; return postProcess(colorFlashesAnim(applyFog(col, d, rd, vec3(0., -.1, -1.), .01))); }