tune(shaders): more dramatic Phase 3a lighting contrast
Original Phase 3a constants had SUN_DIR=(0.4,0.3,0.8) — heavily vertical, so roofs and ground both landed near peak brightness and only walls dropped. Combined with AMBIENT=0.4/DIFFUSE=0.6 the lit-vs- shadow contrast was ~2.2x, which was real but hard to read through textures. User feedback: "Ligtning looks the same I think." Diagnosed with a temporary grayscale-lighting fragment output — walls on different sides of the same building did show different brightness, confirming the Phase 3a/3b pipeline is wired correctly end-to-end and the issue was purely perceptual contrast. Retuned: SUN_DIR=(0.5,0.4,0.6) (more oblique), AMBIENT=0.25, DIFFUSE=0.75. Contrast ratio now ~3.3x. User-verified visually. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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2 changed files with 13 additions and 11 deletions
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@ -9,9 +9,13 @@ uniform sampler2D uDiffuse;
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// gives scenery and building faces enough differentiation to read as 3D instead
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// of looking like paper cutouts. Hardcoded for now; a later phase can route
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// light parameters through uniforms driven by the game's time-of-day.
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const vec3 SUN_DIR = normalize(vec3(0.4, 0.3, 0.8));
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const float AMBIENT = 0.4;
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const float DIFFUSE = 0.6;
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// Sun direction tuned after Phase 3a verification: (0.4,0.3,0.8) was too
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// vertical — roofs and ground both landed near peak brightness and only
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// walls dropped, so the contrast was hard to read through textures. More
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// oblique + lower ambient + higher diffuse = contrast ratio ~3.3x.
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const vec3 SUN_DIR = normalize(vec3(0.5, 0.4, 0.6));
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const float AMBIENT = 0.25;
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const float DIFFUSE = 0.75;
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void main() {
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vec4 sampled = texture(uDiffuse, vTex);
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@ -6,14 +6,12 @@ out vec4 fragColor;
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uniform sampler2DArray uAtlas;
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// Phase 3a: shared lighting model with mesh.frag. Terrain normals are currently
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// flat UnitZ (Phase 2b set this when building LandblockMesh vertices) so every
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// terrain fragment gets the same ndotl contribution — terrain will look a bit
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// flatter than hill-shaded terrain, which is a Phase 3b concern (compute
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// per-vertex normals from the 9x9 heightmap to get relief lighting).
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const vec3 SUN_DIR = normalize(vec3(0.4, 0.3, 0.8));
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const float AMBIENT = 0.4;
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const float DIFFUSE = 0.6;
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// Shared lighting model with mesh.frag — must stay in sync. Phase 3b gave
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// terrain real per-vertex normals via central differences on the heightmap,
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// so hills catch and shade the sun just like static meshes do.
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const vec3 SUN_DIR = normalize(vec3(0.5, 0.4, 0.6));
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const float AMBIENT = 0.25;
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const float DIFFUSE = 0.75;
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void main() {
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vec4 sampled = texture(uAtlas, vec3(vTex, float(vLayer)));
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