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Commit 29d1d011 authored by Noé's avatar Noé
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Neige better

parent bb69921d
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...@@ -120,7 +120,7 @@ void main() ...@@ -120,7 +120,7 @@ void main()
vec4 color_image_texture_2 = texture(image_texture_2, uv_image); vec4 color_image_texture_2 = texture(image_texture_2, uv_image);
// Blend the crack texture with a white image along the y direction // 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; 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 // Finally multiply the color of the two textures
......
...@@ -43,7 +43,7 @@ mesh create_terrain_mesh(int N, float terrain_length) ...@@ -43,7 +43,7 @@ mesh create_terrain_mesh(int N, float terrain_length)
perlin_noise_parameters parameters; perlin_noise_parameters parameters;
parameters.terrain_height = 6; parameters.terrain_height = 6;
parameters.octave = 6; parameters.octave = 6;
parameters.frequency_gain = 6; parameters.frequency_gain = 17;
parameters.persistency = 0.26; parameters.persistency = 0.26;
float perlin_noise; float perlin_noise;
...@@ -70,8 +70,8 @@ mesh create_terrain_mesh(int N, float terrain_length) ...@@ -70,8 +70,8 @@ mesh create_terrain_mesh(int N, float terrain_length)
//blending parameter for color //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); 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)); float b = std::min(1.0, 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); terrain.color[kv + N * ku] = std::max(0.0f,(1-b))*vec3(0,0.3f,0) + b * 1.5 * vec3(1, 1, 1);
} }
} }
......
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