diff --git a/game/modules/tome/data/gfx/shaders/shield.frag b/game/modules/tome/data/gfx/shaders/shield.frag index 390b9ffaad632967c59eda2a433d93d9496e6e3f..ba1aa8853c51038e2ed0baccac4b43afd07377fb 100644 --- a/game/modules/tome/data/gfx/shaders/shield.frag +++ b/game/modules/tome/data/gfx/shaders/shield.frag @@ -9,9 +9,10 @@ uniform vec2 impact; uniform float impact_tick; uniform float impact_time; uniform float llpow; -uniform float ellipsoidalFactor; //1 is perfect circle, >1 is ellipsoidal -uniform float oscillationSpeed; //oscillation between ellipsoidal and spherical form +uniform float ellipsoidalFactor = 1.1; //1 is perfect circle, >1 is ellipsoidal +uniform float oscillationSpeed = 10.0; //oscillation between ellipsoidal and spherical form float antialiasingRadius = 0.98; //1.0 is no antialiasing, 0.0 - fully smoothed(looks worse) +float shieldIntensity = 0.13; void main(void) { @@ -42,7 +43,7 @@ void main(void) vec4 c2 = texture2D(tex, (sphericalProjectedCoord + vec2(0.0, tick / time_factor))); vec4 c = c1 * c2; - float transperency = 1.0 - exp(-0.07f / cos(hordeLen)); + float transperency = 1.0 - exp(-shieldIntensity / cos(hordeLen)); c.a = c.a * transperency;