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airdef/horizon-patches/0022-HD-water-a-darker-blue-a-little-clearer-ripples-a-li.patch
T
chexit ccc3e20902
build / mod (push) Successful in 4m4s
release / windows (push) Successful in 23m13s
Playtest fixes: smoke by engine, searchlights, far launch sites that load their chunks, air defence balance, last chance and radar-cued shots, radars in smart raids, echo, Windows release build from a tag
Smoke: one rule by engine, no heat on trails, no trail on P1-SUN. Searchlights: two lamps a target, off with an empty sky. Halos fade before their reach and their sum is limited. Launch sites load chunks through the server thread, go off-map as a last resort, and reach 4000 blocks. Air defence: ranges x1.5, shots grow with urgency, claims released, /airdef lastchance, long shots on a big radar's tracks. Build: rust-toolchain.toml, airdef.py check, generator manifest and --check.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-30 23:44:14 +03:00

43 lines
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From 6277e051a89c2537570982f6ef275887193c05cf Mon Sep 17 00:00:00 2001
From: chexit <chexit@duck.com>
Date: Thu, 29 Oct 2026 19:02:16 +0300
Subject: [PATCH 22/40] HD water: a darker blue, a little clearer, ripples a
little higher
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
---
crates/horizon-client/src/gfx/hd.rs | 9 +++++----
1 file changed, 5 insertions(+), 4 deletions(-)
diff --git a/crates/horizon-client/src/gfx/hd.rs b/crates/horizon-client/src/gfx/hd.rs
index 031e9f2de..f078d423c 100644
--- a/crates/horizon-client/src/gfx/hd.rs
+++ b/crates/horizon-client/src/gfx/hd.rs
@@ -558,7 +558,8 @@ fn wave_gradient(xz: vec2<f32>, footprint: f32) -> vec2<f32> {
let phase = dot(k, xz) - omega * frame.water.y + w.w;
grad += (k / len) * (w.z * fade * cos(phase));
}
- return grad;
+ // A little higher than the table's slopes.
+ return grad * 1.25;
}
fn cascade_at(p: vec3<f32>, c: i32) -> vec3<f32> {
@@ -713,10 +714,10 @@ fn fs_water(in: FullOut) -> @location(0) vec4<f32> {
// A deep, dark water: the biome's colour darkened and a little greyed, so it reads as
// depth rather than as bright paint.
let biome = clamp(tint.rgb, vec3<f32>(0.03), vec3<f32>(1.0));
- let colour = mix(vec3<f32>(dot(biome, vec3<f32>(0.333))), biome, 0.85) * vec3<f32>(0.92, 1.0, 1.0);
+ let colour = mix(vec3<f32>(dot(biome, vec3<f32>(0.333))), biome, 0.85) * vec3<f32>(0.78, 0.86, 0.95);
// The colours the water takes up fastest are the ones it has the least of.
- let absorb = exp(-(vec3<f32>(1.0) - colour) * 0.8 * (thickness + 0.3));
- let refracted = behind * absorb + colour * volume_light * mix(0.85, 0.4, frame.sun_color.a) * (vec3<f32>(1.0) - absorb);
+ let absorb = exp(-(vec3<f32>(1.0) - colour) * 0.6 * (thickness + 0.3));
+ let refracted = behind * absorb + colour * volume_light * mix(0.65, 0.3, frame.sun_color.a) * (vec3<f32>(1.0) - absorb);
// Reflection: the screen where the ray stays on it, the sky where it leaves it or misses.
var r = reflect(-v, n);
--
2.54.0 (Apple Git-157)