diff --git a/fancy1.cpp b/fancy1.cpp index 72c753e..0a721d9 100644 --- a/fancy1.cpp +++ b/fancy1.cpp @@ -32,8 +32,7 @@ int main() // scene.setBackgroundColor(Color(1, 0.79f, 0.62f) * 0.8f); // Add lights - // Alternate direction Vector3d(1.0f, -0.5f, 1.0f) - auto mainLight = std::make_shared(Vector3d(0, -1.0f, 0), 1.0f, Color(1,1,1));//Color(1, 0.79f, 0.62f)); + auto mainLight = std::make_shared(Vector3d(-1.0f, -0.5f, -1.0f), 1.0f, Color(1,1,1)); scene.add(mainLight); // scene.add(std::make_shared(0.3f)); // auto light = std::make_shared(Vector3d(25.0f, 10.0f, 25.0f), 100.0f); diff --git a/shader/cloudshader.h b/shader/cloudshader.h index 7830a6e..55ff38d 100644 --- a/shader/cloudshader.h +++ b/shader/cloudshader.h @@ -19,12 +19,12 @@ struct CloudSettings float darknessThreshold = .1f; // .1f float shadowIntensity = .6f; // .6f float shadowLightAbsorption = 1; // 1 - float lightAbsorptionTowardsLight = 0.3f; // .3f + float lightAbsorptionTowardsLight = 0.1f; // .3f // How Bright should the clouds be? Lower is brighter float lightAbsorptionThroughCloud = .8f; // .8f // How dark should the background be where the cloud is? Higher values mean darker background - float phaseA = .5f; // .5f - float phaseB = .3f; // .3f + float phaseA = .8f; // .5f + float phaseB = .4f; // .3f float phaseOffset = .8f; // .8f - float phaseIntensity = 1.0f; // 1.0f + float phaseIntensity = .1f; // 1.0f float edgeFadeOffDistance = .5f; // .5f };