diff --git a/assets/shaders/postprocess.glsl b/assets/shaders/postprocess.glsl index d3d009b..777c4ed 100644 --- a/assets/shaders/postprocess.glsl +++ b/assets/shaders/postprocess.glsl @@ -27,7 +27,7 @@ void main() { int col = int(mod(gl_FragCoord.x, 4)); int row = int(mod(gl_FragCoord.y, 4)); float threshold = float(bayer16[col + 4 * row]) / 16.0 - 0.5; - grey = clamp(grey + threshold * 0.2 , 0.01, 0.99); + grey = clamp(grey + threshold * 0.1 , 0.01, 0.99); vec2 paluv = vec2(grey, 0.5); vec4 paletteValue = texture(texture1, paluv); diff --git a/collisions/main.odin b/collisions/main.odin index 3c5bd06..330d8b5 100644 --- a/collisions/main.odin +++ b/collisions/main.odin @@ -229,7 +229,7 @@ main :: proc() { look_angles.y -= rl.GetMouseDelta().x * 0.0015 look_angles.x += rl.GetMouseDelta().y * 0.0015 - SPEED :: 70 + SPEED :: 40 RAD :: 1 moving := false @@ -249,7 +249,7 @@ main :: proc() { vel.xz += right.xz * delta * SPEED moving = true } - vel.xz = rl.Vector2ClampValue(vel.xz, 0, 3) + vel.xz = rl.Vector2ClampValue(vel.xz, 0, 5) if rl.IsKeyDown(.E) do vel.y += delta * SPEED if rl.IsKeyDown(.Q) do vel.y -= delta * SPEED @@ -266,9 +266,10 @@ main :: proc() { for t in tris { closest := closest_point_on_triangle(cam.position, t[0], t[1], t[2]) diff := cam.position - closest - diff.xz *= 2 dist := linalg.length(diff) normal := diff / dist + diff.xz *= 2 + dist = linalg.length(diff) rl.DrawCubeV(closest, 0.05, dist > RAD ? rl.ORANGE : rl.WHITE) @@ -278,8 +279,8 @@ main :: proc() { vel_normal_dot := linalg.dot(vel, normal) if vel_normal_dot < 0 { vel -= normal * vel_normal_dot - if normal.y > 0.5 && !moving { - vel.xz *= 0.5 + if normal.y > 0.6 && !moving { + vel.xz = rl.Vector2MoveTowards(vel.xz, {}, 35 * delta) vel.y = 0 } } @@ -327,10 +328,10 @@ main :: proc() { rl.EndTextureMode() // rl.BeginDrawing() rl.BeginTextureMode(posttarget) - // rl.BeginShaderMode(posterizer) + rl.BeginShaderMode(posterizer) rl.SetShaderValueTexture(posterizer, poster_palette, palette) rl.DrawTexture(target.texture, 0, 0, rl.WHITE) - // rl.EndShaderMode() + rl.EndShaderMode() rl.EndTextureMode() rl.BeginDrawing()