diff --git a/programs/hqOffline.c b/programs/hqOffline.c index 3654409..764ce6a 100644 --- a/programs/hqOffline.c +++ b/programs/hqOffline.c @@ -126,31 +126,16 @@ if (p->modelIndex == MODELS - 1) float dist, dx, dy; -#define wave(x0,y0,f,i)\ - dx = position.x - x0 + frame * 20;\ - dy = position.z - y0 + frame * 20;\ - dist = sqrt(dx * dx + dy * dy);\ - normal.x += S3L_sin(dist * f) * i;\ - normal.y += S3L_cos(dist * f) * i; +dist = position.x + position.z + frame * 5; +normal.x += S3L_sin(dist / 2) / 8; +normal.y += S3L_cos(dist / 2) / 8; -wave(S3L_FRACTIONS_PER_UNIT * 50,S3L_FRACTIONS_PER_UNIT * 60,1,0.1) -wave(S3L_FRACTIONS_PER_UNIT * 20,-S3L_FRACTIONS_PER_UNIT * 30,2,0.05) -wave(-S3L_FRACTIONS_PER_UNIT * 30,S3L_FRACTIONS_PER_UNIT * 45,4,0.05) +dist = position.x - 2 * position.z + frame * 10; +normal.x += S3L_sin(dist) / 64; +normal.y += S3L_cos(dist) / 64; -#undef wave -/* -float dist = sqrt(position.x * position.x + position.z * position.z); - -normal.x += S3L_sin(dist) / 4; -normal.y += S3L_cos(dist) / 4; -*/ - -/* - normal.x += S3L_sin((position.x + position.z) / 16) / 4 + S3L_sin((position.x + position.z / 2) / 3) / 8; - normal.z += S3L_sin(position.z / 16) / 4 + S3L_sin(position.z / 3) / 8; -*/ } S3L_normalizeVec3(&normal); @@ -196,9 +181,13 @@ normal.y += S3L_cos(dist) / 4; previousColor[1] = frameBuffer[index + 1]; previousColor[2] = frameBuffer[index + 2]; -color[0] = 100; -color[1] = 100; -color[2] = 200; + +float fresnel = 0.5 + (S3L_dotProductVec3(toCameraDirection,normal) / ((float) S3L_FRACTIONS_PER_UNIT)) * 0.5; +float fresnel2 = 1.0 - fresnel; + +color[0] = fresnel2 * 150 + fresnel * 0; +color[1] = fresnel2 * 230 + fresnel * 10; +color[2] = fresnel2 * 255 + fresnel * 100; color[0] = S3L_clamp(transparency2 * previousColor[0] + transparency * color[0] * light,0,255); color[1] = S3L_clamp(transparency2 * previousColor[1] + transparency * color[1] * light,0,255); @@ -331,8 +320,8 @@ int main() animateWater(); scene.camera.transform.translation.x = -i * S3L_FRACTIONS_PER_UNIT / 4; - scene.camera.transform.translation.y = 8 * S3L_FRACTIONS_PER_UNIT; - scene.camera.transform.translation.z = -10 * S3L_FRACTIONS_PER_UNIT + i * S3L_FRACTIONS_PER_UNIT / 4; + scene.camera.transform.translation.y = 5 * S3L_FRACTIONS_PER_UNIT; + scene.camera.transform.translation.z = -8 * S3L_FRACTIONS_PER_UNIT + i * S3L_FRACTIONS_PER_UNIT / 4; S3L_Vec4 target;