Rust voxel sandbox (wgpu + wasm + axum multiplayer)
shader.wgsl:
- sky_dome: zenith now tints toward a dusky-purple zenith_twi during
twilight (was previously only the horizon picking up the warm tint).
Top faces at sunset will read warm through the sky_vis pathway
instead of staying cold blue. [#1]
- apply_fog: at twilight the fog tints toward sun_tint by twi×0.45,
so distant terrain reads warm against an orange sky instead of
cold. [#2]
- sky_color stars: gate flipped from (1 - day) — which still showed
stars during dusk while the sky was bright — to a direct
smoothstep on sun.y (-0.22..0.04). Stars now fade in only after
civil twilight. [#3]
- sun disc / halo: sharpness + intensity now altitude-dependent. At
zenith it's a sharp pinpoint (sharpness 800, intensity 1.5); near
the horizon it softens to a big atmospheric bloom (sharpness 160,
intensity 2.2). Halo also widens and brightens at low sun. [#4]
post.wgsl:
- ACES filmic tonemap (Narkowicz approximation) runs as the final
step. Brightens midtones, compresses highlights smoothly into
[0,1] instead of the previous hard clamp. Output stays linear; the
sRGB surface handles display encoding. Foundation for everything
HDR that follows (god rays, bloom). [#6]
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| server | ||
| src | ||
| web | ||
| .dockerignore | ||
| .gitignore | ||
| ARCHITECTURE.md | ||
| build-web.sh | ||
| Caddyfile | ||
| Cargo.lock | ||
| Cargo.toml | ||
| DEPLOY.md | ||
| docker-compose.prod.yml | ||
| docker-compose.yml | ||
| Dockerfile | ||
| run.sh | ||