diff --git a/projet-code/scenes_inf443/base/shaders/mesh_multi_texture/mesh_multi_texture.frag.glsl b/projet-code/scenes_inf443/base/shaders/mesh_multi_texture/mesh_multi_texture.frag.glsl index df342a40c45e23623eef62babf3e17aadd63a327..87a6a44455f1418ad46b0e399b39ce6e49501865 100644 --- a/projet-code/scenes_inf443/base/shaders/mesh_multi_texture/mesh_multi_texture.frag.glsl +++ b/projet-code/scenes_inf443/base/shaders/mesh_multi_texture/mesh_multi_texture.frag.glsl @@ -120,7 +120,7 @@ void main() vec4 color_image_texture_2 = texture(image_texture_2, uv_image); // Blend the crack texture with a white image along the y direction - float blending_parameter = fragment.position.z / 10; + float blending_parameter = fragment.position.z / 25; color_image_texture_2 = (1 - blending_parameter) * vec4(1, 1, 1, 1) + blending_parameter * color_image_texture_2; // Finally multiply the color of the two textures diff --git a/projet-code/scenes_inf443/base/src/terrain.cpp b/projet-code/scenes_inf443/base/src/terrain.cpp index d111b8f448872ea1182ff3b5fa76211afbcb0179..13f56bf46e6fc2f76c3f2f3f035c8ddcc9d999ef 100644 --- a/projet-code/scenes_inf443/base/src/terrain.cpp +++ b/projet-code/scenes_inf443/base/src/terrain.cpp @@ -43,7 +43,7 @@ mesh create_terrain_mesh(int N, float terrain_length) perlin_noise_parameters parameters; parameters.terrain_height = 6; parameters.octave = 6; - parameters.frequency_gain = 6; + parameters.frequency_gain = 17; parameters.persistency = 0.26; float perlin_noise; @@ -70,8 +70,8 @@ mesh create_terrain_mesh(int N, float terrain_length) //blending parameter for color perlin_noise = parameters.terrain_height * noise_perlin(vec2(3 * x / terrain_length, 3 * y / terrain_length), parameters.octave, parameters.persistency, parameters.frequency_gain); - float b = std::min(2.0, exp((z+perlin_noise-20)/2)/exp(6)); - terrain.color[kv + N * ku] = (1-b)*vec3(0,0.3f,0) + b * vec3(1, 1, 1); + float b = std::min(1.0, exp((z + perlin_noise - 20) / 2) / exp(6)); + terrain.color[kv + N * ku] = std::max(0.0f,(1-b))*vec3(0,0.3f,0) + b * 1.5 * vec3(1, 1, 1); } }