Removed fog
This commit is contained in:
8
main.cpp
8
main.cpp
@@ -32,7 +32,7 @@ static const int SCREEN_W = 1280;
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static const int SCREEN_H = 720;
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static const int CHUNK_SIZE = 16;
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static const int WORLD_H = 64;
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static const int RENDER_DIST = 16; // sensible default; easily changed
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static const int RENDER_DIST = 10; // sensible default; easily changed
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static const float MOVE_SPEED = 6.0f;
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static const float MOUSE_SENS = 0.12f;
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static const float GRAVITY = -22.0f;
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@@ -40,6 +40,7 @@ static const float JUMP_VEL = 9.0f;
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static const float HW = 0.3f;
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static const float PH = 1.8f;
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static const int HOTBAR_SIZE = 8;
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static const int WORLD_SEED = 2039403;
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// How many chunk meshes we build per frame (tune up/down for perf vs pop-in)
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static const int MESH_BUILDS_PER_FRAME = 4;
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// Worker threads for chunk generation
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@@ -401,7 +402,8 @@ void main(){
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gl_Position = uMVP * vec4(aPos,1.0);
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vColor = aColor;
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float dist = length(aPos - uCamPos);
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vFog = clamp((dist - 80.0) / 60.0, 0.0, 1.0);
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//vFog = clamp((dist - 80.0) / 60.0, 0.0, 1.0);
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vFog = 0;
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})";
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static const char* FS_SRC = R"(
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@@ -799,7 +801,7 @@ int main(){
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GLint camLoc=glGetUniformLocation(prog3d,"uCamPos");
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UI.init();
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initNoise(12345);
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initNoise(WORLD_SEED);
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std::cout<<"Using "<<GEN_THREADS<<" generation threads, RENDER_DIST="<<RENDER_DIST<<"\n";
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POOL.start(GEN_THREADS);
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