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authorsotech117 <michael_foiani@brown.edu>2024-05-10 14:31:04 -0400
committersotech117 <michael_foiani@brown.edu>2024-05-10 14:31:04 -0400
commit2820f2a620340feff973dfea26c1eb1172140ada (patch)
treea3b84e7c69954b7cd6ef28a68a3ae815e69c3127
parent1b98aed8908e04b750012323a8bf0f182fb305a6 (diff)
demo daygit add .
-rw-r--r--resources/images/foam3.pngbin25418241 -> 7877956 bytes
-rw-r--r--resources/shaders/foam.frag4
-rw-r--r--src/ocean/ocean_alt.cpp4
3 files changed, 4 insertions, 4 deletions
diff --git a/resources/images/foam3.png b/resources/images/foam3.png
index b25b73f..3646425 100644
--- a/resources/images/foam3.png
+++ b/resources/images/foam3.png
Binary files differ
diff --git a/resources/shaders/foam.frag b/resources/shaders/foam.frag
index d534ccd..d6d1cab 100644
--- a/resources/shaders/foam.frag
+++ b/resources/shaders/foam.frag
@@ -33,7 +33,7 @@ float getSaturation(vec2 k, vec2 xzPos, float adjWaveLength, float phaseC){
void main() {
float height = pos.y;
float saturation = constants[0];//getSaturation(dir, vec2(pos.x, pos.z), 200.f, constants[0]);
- vec4 m_uv = texture(halftone_texture, tex*1);
+ vec4 m_uv = texture(halftone_texture, tex*.6);
float m_threshold = (m_uv.r + m_uv.g + m_uv.b) / 3;
// final rgba color at x,z pos
@@ -46,7 +46,7 @@ void main() {
// apply foam texture
vec4 foam = texture(foam_texture, tex + time*.0003);
vec4 j = vec4(0,0,0,0);
- if (saturation > m_threshold) j = g*foam*1.8;
+ if (saturation > m_threshold) j = g*foam;
fragColor = j;
diff --git a/src/ocean/ocean_alt.cpp b/src/ocean/ocean_alt.cpp
index c9cee3d..0660a14 100644
--- a/src/ocean/ocean_alt.cpp
+++ b/src/ocean/ocean_alt.cpp
@@ -138,7 +138,7 @@ void ocean_alt::fft_prime(double t){
std::vector<Eigen::Vector2d> tmp7 = fast_fft(neg_ik_hat_h_z);
for (int i = 0; i < N; i++)
{
- m_current_h[i] = -tmp[i];
+ m_current_h[i] = tmp[i];
// m_slopes[i] = tmp2[i];
// m_displacements[i] = tmp3[i];
m_slopes_x[i] = tmp4[i];
@@ -373,7 +373,7 @@ void ocean_alt::update_ocean()
// float waveheight = (height - h_0 ) / (h_max - h_0);
// m_foam_constants.wavelengths[i] = waveheight;
float h_0 = 0; // min*.2f;
- float h_max = max*.35f; // the smaller the constant, the more foam there is
+ float h_max = max*.25f; // the smaller the constant, the more foam there is
m_foam_constants.wavelengths[i] = (height - h_0 ) / (h_max - h_0);
// if (i < 5){