diff --git a/packages/ludic.render3d/shaders/spv/1f95f31b.frag.spv b/packages/ludic.render3d/shaders/spv/1f95f31b.frag.spv index de1f0a03..b4253d5d 100644 Binary files a/packages/ludic.render3d/shaders/spv/1f95f31b.frag.spv and b/packages/ludic.render3d/shaders/spv/1f95f31b.frag.spv differ diff --git a/packages/ludic.render3d/shaders/spv/2e2908c8.frag.spv b/packages/ludic.render3d/shaders/spv/2e2908c8.frag.spv index ea3749cb..d08281d2 100644 Binary files a/packages/ludic.render3d/shaders/spv/2e2908c8.frag.spv and b/packages/ludic.render3d/shaders/spv/2e2908c8.frag.spv differ diff --git a/packages/ludic.render3d/shaders/spv/5e4589a1.frag.spv b/packages/ludic.render3d/shaders/spv/5e4589a1.frag.spv index 8b0741f2..dc0540fc 100644 Binary files a/packages/ludic.render3d/shaders/spv/5e4589a1.frag.spv and b/packages/ludic.render3d/shaders/spv/5e4589a1.frag.spv differ diff --git a/packages/ludic.render3d/shaders/spv/a0f2dbac.frag.spv b/packages/ludic.render3d/shaders/spv/a0f2dbac.frag.spv index eaedc828..23a4175c 100644 Binary files a/packages/ludic.render3d/shaders/spv/a0f2dbac.frag.spv and b/packages/ludic.render3d/shaders/spv/a0f2dbac.frag.spv differ diff --git a/packages/ludic.render3d/shaders/spv/f2952361.frag.spv b/packages/ludic.render3d/shaders/spv/f2952361.frag.spv index 9e959c81..24ff0857 100644 Binary files a/packages/ludic.render3d/shaders/spv/f2952361.frag.spv and b/packages/ludic.render3d/shaders/spv/f2952361.frag.spv differ diff --git a/packages/ludic.render3d/shaders/spv/f4382918.frag.spv b/packages/ludic.render3d/shaders/spv/f4382918.frag.spv index 0d0808dc..30d954a7 100644 Binary files a/packages/ludic.render3d/shaders/spv/f4382918.frag.spv and b/packages/ludic.render3d/shaders/spv/f4382918.frag.spv differ diff --git a/packages/ludic.render3d/shaders/terrain.frag b/packages/ludic.render3d/shaders/terrain.frag index a0b923cc..a347dd30 100644 --- a/packages/ludic.render3d/shaders/terrain.frag +++ b/packages/ludic.render3d/shaders/terrain.frag @@ -298,7 +298,7 @@ vec3 groundShade(vec3 p, vec3 N, float slope, float dist, float viewDepth, bool // mountain the range is named for. The file's own rule a hundred lines up says the cheap // tier must keep the near tier's MEAN COLOUR or the boundary shows as a ring; this is that // rule applied to the one material where the mean is not grey. - vec3 rA = vec3(0.26, 0.13, 0.10), rN = vec3(0.0, 1.0, 0.0), rR = vec3(1.0, 0.8, 0.0); + vec3 rA = vec3(0.24, 0.085, 0.065), rN = vec3(0.0, 1.0, 0.0), rR = vec3(1.0, 0.8, 0.0); vec3 sA = vec3(0.86, 0.88, 0.92), sN = vec3(0.0, 0.0, 1.0), sR = vec3(1.0, 0.55, 0.0); vec3 pA, pN, pR; vec2 uvg = p.xz * 0.28; @@ -360,7 +360,11 @@ vec3 groundShade(vec3 p, vec3 N, float slope, float dist, float viewDepth, bool // These were tuned while 55% of a grey photograph was mixed over them, so they had to // be dark and timid to survive it; with the rock now mostly its own colour they can be // the colour the range is named for. - rA *= mix(vec3(0.38, 0.17, 0.13), vec3(0.58, 0.31, 0.23), fbmC(cheap, p.xz * 0.003, 2) * 0.5 + 0.5); + // Darker AND more saturated, which are different knobs and I moved the wrong one first: + // raising the magnitude from 0.14 to 0.38 made the face lighter, not redder, and it came + // out pale tan. The albedo debug view measured red:blue at 1.56 where maroon mudstone wants + // nearer 4, so what this needed was the GREEN and BLUE pulled down, not the red pushed up. + rA *= mix(vec3(0.30, 0.085, 0.065), vec3(0.47, 0.155, 0.115), fbmC(cheap, p.xz * 0.003, 2) * 0.5 + 0.5); } if (needSnow > 0.002) { sA = textureGrad(u_snow_d, p.xz * 0.25, dpx.xz * 0.25, dpy.xz * 0.25).rgb * 0.8;