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Merge #1721
1721: Tweak Water Example to Show Off Water Shader a bit More r=cwfitzgerald a=zicklag **Connections** None **Description** Tweaks the water shader example terain and camera to show off the cool water shader a little bit more. 😄 https://user-images.githubusercontent.com/25393315/126842645-e353c0eb-57fc-4b8e-9e0d-901f08c7e9f7.mp4 **Testing** Tested on vulkan and GL on linux. Co-authored-by: Zicklag <zicklag@katharostech.com>
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@@ -17,16 +17,16 @@ use wgpu::util::DeviceExt;
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/// this value will require modification of the time
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/// scale in the `render` method below.
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///
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const SIZE: f32 = 10.0;
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const SIZE: f32 = 29.0;
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///
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/// Location of the camera.
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/// Location of light is in terrain/water shaders.
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///
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const CAMERA: Point3<f32> = Point3 {
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x: -100.0,
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y: 50.0,
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z: 100.0,
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x: -200.0,
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y: 70.0,
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z: 200.0,
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};
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struct Matrices {
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@@ -289,7 +289,7 @@ impl framework::Example for Example {
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use rand::Rng;
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let noise = terrain_noise.get([point[0] as f64 / 5.0, point[1] as f64 / 5.0]) + 0.1;
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let y = noise as f32 * 8.0;
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let y = noise as f32 * 22.0;
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// Multiplies a colour by some random amount.
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fn mul_arr(mut arr: [u8; 4], by: f32) -> [u8; 4] {
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@@ -316,7 +316,7 @@ impl framework::Example for Example {
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DARK_SAND
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} else if y <= 0.8 {
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SAND
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} else if y <= 3.0 {
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} else if y <= 10.0 {
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GRASS
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} else {
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SNOW
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Before Width: | Height: | Size: 107 KiB After Width: | Height: | Size: 143 KiB |
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