fix: reduce noice based bumpmap

This commit is contained in:
2025-10-03 14:28:54 +02:00
parent 15036109bf
commit 1b0a437ac9

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@@ -12,7 +12,7 @@ void main() {
vec3 ambient = ambientStrength * vColor.rgb;
// terrain bump mapping with multioctave noise based on world position
float bumpStrength = 0.4;
float bumpStrength = 0.1;
float n1 = fract(sin(dot(vPosition.xz, vec2(12.9898, 78.233))) * 43758.5453);
float n2 = fract(sin(dot(vPosition.xz * 0.5, vec2(93.9898, 67.345))) * 24634.6345);
float noiseVal = mix(n1, n2, 0.5);