aesthetics: tweak sceneneuro

This commit is contained in:
FMS-Cat
2021-03-31 19:10:44 +09:00
parent 1204bdaf37
commit 6173bd4cab
2 changed files with 5 additions and 4 deletions

View File

@@ -23,7 +23,7 @@ export class SceneNeuro extends Entity {
this.lights = ( [ this.lights = ( [
[ [ 2000.0, 20.0, 100.0 ], [ 8.0, 4.0, -8.0 ], true ], [ [ 2000.0, 20.0, 100.0 ], [ 8.0, 4.0, -8.0 ], true ],
[ [ 2000.0, 20.0, 100.0 ], [ -8.0, 4.0, -8.0 ], true ], [ [ 2000.0, 20.0, 100.0 ], [ -8.0, 4.0, -8.0 ], true ],
[ [ 50.0, 50.0, 50.0 ], [ 0.0, -4.0, 4.0 ], false ], [ [ 50.0, 50.0, 50.0 ], [ 0.0, -2.0, 4.0 ], false ],
] as TypeScriptSucks ).map( ( [ color, pos, isSpot ], i ) => { ] as TypeScriptSucks ).map( ( [ color, pos, isSpot ], i ) => {
const light = new LightEntity( { const light = new LightEntity( {
scenes: [ this ], scenes: [ this ],
@@ -42,6 +42,7 @@ export class SceneNeuro extends Entity {
const shaft = new LightShaft( { const shaft = new LightShaft( {
light, light,
namePrefix: process.env.DEV && `lightPink${ i }/Shaft`, namePrefix: process.env.DEV && `lightPink${ i }/Shaft`,
intensity: 0.06,
} ); } );
this.__shafts.push( shaft ); this.__shafts.push( shaft );

View File

@@ -105,7 +105,7 @@ vec4 map( vec3 p ) {
{ {
vec3 pt = p; vec3 pt = p;
float clampbox = box( pt, vec3( 1.0, 10.0, 1.0 ) - 0.02 ); float clampbox = box( pt, vec3( 1.0, 10.0, 1.0 ) - 0.03 );
pt.y += 10.0; pt.y += 10.0;
@@ -130,7 +130,7 @@ vec4 map( vec3 p ) {
{ {
vec3 pt = abs( p ); vec3 pt = abs( p );
float d = box( pt - vec3( 1.0, 0.0, 1.0 ), vec3( 0.02, 9.9, 0.02 ) ); float d = box( pt - vec3( 1.0, 0.0, 1.0 ), vec3( 0.02, 10.0, 0.02 ) );
vec4 isectb = vec4( d, 4, 0, 0 ); vec4 isectb = vec4( d, 4, 0, 0 );
isect = isectb.x < isect.x ? isectb : isect; isect = isectb.x < isect.x ? isectb : isect;
@@ -201,7 +201,7 @@ void main() {
0.2 * ( 0.5 + 0.5 * sin( 17.0 * noiseDetail.x ) ) 0.2 * ( 0.5 + 0.5 * sin( 17.0 * noiseDetail.x ) )
); );
fragColor = vec4( vec3( 0.3 ), 1.0 ); fragColor = vec4( vec3( 0.1 ), 1.0 );
fragWTF = vec4( vec3( roughness, 0.1, 0.0 ), 2 ); fragWTF = vec4( vec3( roughness, 0.1, 0.0 ), 2 );
} }
} else if ( isect.y == 3.0 ) { } else if ( isect.y == 3.0 ) {