I've just joined the community and have been playing around with Terasology in Intellij and I gotta say great work guys!
For the last year I've had a side project in JMonkeyEngine and have a working voxel game/engine at the moment. It's nothing close to Terasology. I've been trying to pull little things here and there from Terasology but I find myself wanting to ditch my project and start developing in it.
Anyway, my lighting is very blocky in my game and I have been trying to find where the Terasology code for smooth lighting is. I've been looking at block_vert.glsl and block_frag.glsl. There are others like lightBufferPass and lightGeometryPass that I'm not sure of. I'm a Java dev for 10 years but just now getting into shaders.
My lighting is blocky because I'm doing a vertex shader and calculating a light value based on the block light and the time of day. I'm figuring I need a fragment shader to make it smoother but it seems like you would need to know the location of each light source within your shader and I'm just not sure how all that works.
I have attached a look at what I'm talking about with my lighting in case it helps to explain my problem.
Any pointers on where to look would be appreciated.
For the last year I've had a side project in JMonkeyEngine and have a working voxel game/engine at the moment. It's nothing close to Terasology. I've been trying to pull little things here and there from Terasology but I find myself wanting to ditch my project and start developing in it.
Anyway, my lighting is very blocky in my game and I have been trying to find where the Terasology code for smooth lighting is. I've been looking at block_vert.glsl and block_frag.glsl. There are others like lightBufferPass and lightGeometryPass that I'm not sure of. I'm a Java dev for 10 years but just now getting into shaders.
My lighting is blocky because I'm doing a vertex shader and calculating a light value based on the block light and the time of day. I'm figuring I need a fragment shader to make it smoother but it seems like you would need to know the location of each light source within your shader and I'm just not sure how all that works.
I have attached a look at what I'm talking about with my lighting in case it helps to explain my problem.
Any pointers on where to look would be appreciated.
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