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feat(flickerlight): add block offset for flick light#81

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Imitater967 wants to merge 4 commits intoTerasology:developfrom
Imitater967:flickerlight
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feat(flickerlight): add block offset for flick light#81
Imitater967 wants to merge 4 commits intoTerasology:developfrom
Imitater967:flickerlight

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@Imitater967
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What i did

I added vertworld offset, at chunk_vert.glsl, inorder to make light flicker at different time.

How to test

dig a room deep under ground, place torches everywhere

Comment thread assets/shaders/chunk_vert.glsl Outdated
@jdrueckert
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jdrueckert commented Apr 7, 2024

Tested it out and I have a bit mixed feelings about this.

It definitely gets rid of the previous feel of "every light source pulses at the same point in time", but now it feels wavy... a bit like we're underwater and the shadows it creates on the floor don't make sense. It seems like there's a flow from one side to the other, not from the center out as you would expect from a light source 🤔
I somehow like the effect, but it is quite different from what we had before and from what I had expected...

Definitely need a second opinion here.

@jdrueckert
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We discussed this in the last sync and agreed that while it would make an awesome underwater effect, it doesn't really fit the flickering light of a torch.
So I would propose that you either replace the effect with something more suitable, or re-purpose this PR to use it as an underwater effect and create a new one for the torch flicker @Imitater967 .

@Imitater967
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Imitater967 commented Apr 14, 2024 via email

@jdrueckert
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the water wave?

If with "water wave" you're referencing the effect you implemented in this PR, then yes, that's what I'm talking about. It would be a nice light effect on underwater surface blocks (the bottom of a river/lake/ocean)
If with "water wave" you're referencing the wave movement of the water in Terasology, then no, that's not what I mean.

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3 participants