ugly-game 0.5.10 → 0.5.11
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- package/dist/gpuShadow.js +3 -1
- package/package.json +1 -1
package/dist/gpuShadow.js
CHANGED
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@@ -264,7 +264,9 @@ fn blockShade(fx: f32, fz: f32) -> f32 {
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264
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let texc = textureSampleLevel(atlasTex, atlasSamp, uv, 0.0).rgb; // explicit LOD (early-return above makes control flow non-uniform)
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base = mix(texc, texc * cam.tint.rgb, cam.tint.w); // per-planet tint
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}
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-
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267
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+
// per-block edge AO makes each voxel visible on FLAT-hue cubes, but reads as a hard GRID over textures — so the
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268
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+
// atlas path uses a soft, mostly-flat AO (texture already supplies surface detail) instead of the strong grid.
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269
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+
let ao = select(blockShade(fx, fz), mix(blockShade(fx, fz), 1.0, 0.8), cam.atlas.x > 0.5 && i.tile >= 0.0);
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let lit = base * (cam.sun.w + cam.sunCol.xyz * ndl * sh) * ao;
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return vec4(pow(clamp(lit, vec3(0.0), vec3(1.0)), vec3(0.4545)), 1.0); // gamma
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}
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