acdream/src/AcDream.App/Rendering/Shaders
Erik 89dc791510 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>
2026-04-10 23:25:35 +02:00
..
mesh.frag tune(shaders): more dramatic Phase 3a lighting contrast 2026-04-10 23:25:35 +02:00
mesh.vert feat(app): directional lighting on terrain and static meshes (Phase 3a) 2026-04-10 22:22:10 +02:00
terrain.frag tune(shaders): more dramatic Phase 3a lighting contrast 2026-04-10 23:25:35 +02:00
terrain.vert feat(app): directional lighting on terrain and static meshes (Phase 3a) 2026-04-10 22:22:10 +02:00