diff --git a/maps/basic_setup.tscn b/maps/basic_setup.tscn index cb23d2e..24d5bb3 100644 --- a/maps/basic_setup.tscn +++ b/maps/basic_setup.tscn @@ -31,12 +31,12 @@ shader_param/sun_disk_scale = 1.0 shader_param/ground_color = Color(0.1, 0.07, 0.034, 1) shader_param/exposure = 0.1 shader_param/dither_strength = 1.0 -shader_param/samayun_arc = 50.0 -shader_param/samayun_position = Vector3(2.038, 0.695, -0.296) -shader_param/zabr_arc = 15.0 -shader_param/zabr_position = Vector3(1.755, 0.627, 0.768) +shader_param/samayun_arc = 45.681 +shader_param/samayun_position = Vector3(2.038, 0.695, -0.237) +shader_param/zabr_arc = 8.0 +shader_param/zabr_position = Vector3(1.755, 0.599, 0.613) shader_param/stigi_arc = 8.381 -shader_param/stigi_position = Vector3(0.925, 0.277, 0.17) +shader_param/stigi_position = Vector3(1.209, 0.444, 0.332) shader_param/samayun = ExtResource( "1_thm7k" ) shader_param/zabr = ExtResource( "3_bgghj" ) shader_param/stigi = ExtResource( "3_jqgsm" ) @@ -61,7 +61,7 @@ data = PackedVector3Array(-0.5, 0.5, 0.5, 0.5, 0.5, 0.5, -0.5, -0.5, 0.5, 0.5, 0 [node name="basic_setup" type="Node3D"] [node name="sunlight" type="DirectionalLight3D" parent="."] -transform = Transform3D(1, 0, 0, 0, 0.634731, 0.772734, 0, -0.772734, 0.634731, -1.75049, 15.9707, 4.39927) +transform = Transform3D(1, 0, 0, 0, 0.278991, 0.960294, 0, -0.960294, 0.278991, -1.75049, 15.9707, 4.39927) light_color = Color(0.988235, 0.960784, 1, 1) light_energy = 0.75 shadow_enabled = true diff --git a/maps/shaders/khanat_sky.gdshader b/maps/shaders/khanat_sky.gdshader index 6f45e37..09c23bc 100644 --- a/maps/shaders/khanat_sky.gdshader +++ b/maps/shaders/khanat_sky.gdshader @@ -143,10 +143,10 @@ void sky() { // Adding zabr if (length(EYEDIR - normalize(zabr_position)) < zabr_scale / 2.0) { // we are in the area of the sky where zabr is placed if (length(EYEDIR - normalize(samayun_position)) < samayun_scale / 2.0){ // if samayun is in front of zabr, don’t draw where samayun alpha is > 0 - COLOR += texture(zabr, zabr_uv / zabr_scale + vec2(0.5)).rgb * max((texture(zabr, zabr_uv / zabr_scale + vec2(0.5)).a - texture(samayun, samayun_uv / samayun_scale + vec2(0.5)).a), 0.0); + COLOR += texture(zabr, zabr_uv / zabr_scale + vec2(0.5)).rgb * max((texture(zabr, zabr_uv / zabr_scale + vec2(0.5)).a - texture(samayun, samayun_uv / samayun_scale + vec2(0.5)).a), 0.0) ; } else { if (length(EYEDIR - normalize(stigi_position)) < stigi_scale / 2.0){ // if stigi is in front of zabr, don’t draw where its alpha is > 0 - COLOR += texture(zabr, zabr_uv / zabr_scale + vec2(0.5)).rgb * (texture(zabr, zabr_uv / zabr_scale + vec2(0.5)).a - texture(stigi, stigi_uv / stigi_scale + vec2(0.5)).a); + COLOR += texture(zabr, zabr_uv / zabr_scale + vec2(0.5)).rgb * max((texture(zabr, zabr_uv / zabr_scale + vec2(0.5)).a - texture(stigi, stigi_uv / stigi_scale + vec2(0.5)).a), 0.0) ; } else { COLOR += texture(zabr, zabr_uv / zabr_scale + vec2(0.5)).rgb * texture(zabr, zabr_uv / zabr_scale + vec2(0.5)).a; }