Better lake generation

This commit is contained in:
Anuken
2018-11-08 22:18:34 -05:00
parent c554390de5
commit 6342cc41ac
2 changed files with 3 additions and 18 deletions

View File

@@ -8,15 +8,12 @@ precision highp int;
#define ALPHA 0.18 #define ALPHA 0.18
uniform sampler2D u_texture; uniform sampler2D u_texture;
uniform vec4 u_color; uniform vec4 u_color;
uniform vec2 u_texsize; uniform vec2 u_texsize;
uniform float u_time; uniform float u_time;
uniform float u_scaling; uniform float u_scaling;
uniform float u_dp; uniform float u_dp;
uniform vec2 u_offset; uniform vec2 u_offset;
uniform int u_hitamount;
uniform vec3 u_hits[MAX_HITS];
varying vec4 v_color; varying vec4 v_color;
varying vec2 v_texCoord; varying vec2 v_texCoord;
@@ -59,18 +56,6 @@ void main() {
} }
color.a = ALPHA; color.a = ALPHA;
for(int i = 0; i < MAX_HITS; i ++){
if(i >= u_hitamount) break;
vec3 hit = u_hits[i];
float rad = hit.z * HIT_RADIUS;
float fin = 1.0 - hit.z;
if(abs(distance(vec2(hit.x, hit.y), coords - u_texsize/2.0) - rad) < 1.0){
color = mix(color, mix(u_color, vec4(1.0), si), (1.0 * fin));
color.a = ALPHA + 0.82 *fin;
}
}
} }
gl_FragColor = color; gl_FragColor = color;

View File

@@ -311,7 +311,7 @@ public class WorldGenerator{
+ sim3.octaveNoise2D(detailed ? 12 : 9, 0.6, 1f / 1100f, x - 120, y); + sim3.octaveNoise2D(detailed ? 12 : 9, 0.6, 1f / 1100f, x - 120, y);
double lake = sim2.octaveNoise2D(1, 1, 1f / 110f, x, y); double lake = sim2.octaveNoise2D(1, 1, 1f / 110f, x, y);
elevation -= lake/3f; elevation -= Math.pow(lake + 0.15, 5);
int lerpDst = 20; int lerpDst = 20;
lerpDst *= lerpDst; lerpDst *= lerpDst;
@@ -329,9 +329,9 @@ public class WorldGenerator{
} }
} }
if(elevation < 0.7 || lake > 0.96){ if(elevation < 0.7){
floor = Blocks.deepwater; floor = Blocks.deepwater;
}else if(elevation < 0.79 || lake > 0.948){ }else if(elevation < 0.79){
floor = Blocks.water; floor = Blocks.water;
}else if(elevation < 0.85){ }else if(elevation < 0.85){
floor = Blocks.sand; floor = Blocks.sand;