diff --git a/scripts/cube_logic.lua b/scripts/cube_logic.lua index 55b66a8..7477678 100644 --- a/scripts/cube_logic.lua +++ b/scripts/cube_logic.lua @@ -576,9 +576,9 @@ local function create_room_objects() local wall_outer_edge = wall_offset + room.wall_thickness log_debug("Room walls: inner=%.2f outer=%.2f", wall_inner_edge, wall_outer_edge) - local floor_color = {0.05, 0.7, 0.45} - local wall_color = {0.95, 0.25, 0.08} - local ceiling_color = {0.95, 0.95, 0.3} + local floor_color = {1.0, 1.0, 1.0} + local wall_color = {1.0, 1.0, 1.0} + local ceiling_color = {1.0, 1.0, 1.0} local objects = { create_static_cube({0.0, floor_center_y, 0.0}, diff --git a/shaders/ceiling.frag b/shaders/ceiling.frag index 10ca2db..befc15c 100644 --- a/shaders/ceiling.frag +++ b/shaders/ceiling.frag @@ -8,7 +8,7 @@ float hash(vec2 p) { return fract(sin(dot(p, vec2(63.1, 157.9))) * 43758.5453123); } -const vec3 SURFACE_TINT = vec3(0.95, 0.98, 0.2); +const vec3 SURFACE_BASE = vec3(0.98, 0.96, 0.1); const vec3 LIGHT_POSITIONS[8] = vec3[8]( vec3(13.0, 4.5, 13.0), @@ -33,7 +33,7 @@ float calculateAttenuation(float distance) { } void main() { - vec3 baseColor = clamp(fragColor * 1.15 * SURFACE_TINT, 0.0, 1.0); + vec3 baseColor = SURFACE_BASE; vec2 gridUv = fragWorldPos.xz * 0.45; vec2 grid = abs(fract(gridUv) - 0.5); float gridLine = step(0.48, max(grid.x, grid.y)); diff --git a/shaders/ceiling.frag.spv b/shaders/ceiling.frag.spv index 105fb77..56b23b6 100644 Binary files a/shaders/ceiling.frag.spv and b/shaders/ceiling.frag.spv differ diff --git a/shaders/floor.frag b/shaders/floor.frag index 2c3fcd8..7fd4c2a 100644 --- a/shaders/floor.frag +++ b/shaders/floor.frag @@ -8,7 +8,7 @@ float hash(vec2 p) { return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453123); } -const vec3 SURFACE_TINT = vec3(0.05, 0.85, 0.65); +const vec3 SURFACE_BASE = vec3(0.02, 0.95, 0.72); const vec3 LIGHT_POSITIONS[8] = vec3[8]( vec3(13.0, 4.5, 13.0), @@ -33,7 +33,7 @@ float calculateAttenuation(float distance) { } void main() { - vec3 baseColor = clamp(fragColor * 1.1 * SURFACE_TINT, 0.0, 1.0); + vec3 baseColor = SURFACE_BASE; float checkerScale = 0.55; float cx = step(0.5, fract(fragWorldPos.x * checkerScale)); float cz = step(0.5, fract(fragWorldPos.z * checkerScale)); diff --git a/shaders/floor.frag.spv b/shaders/floor.frag.spv index 8833d37..ad26168 100644 Binary files a/shaders/floor.frag.spv and b/shaders/floor.frag.spv differ diff --git a/shaders/wall.frag b/shaders/wall.frag index 68c572d..8de4928 100644 --- a/shaders/wall.frag +++ b/shaders/wall.frag @@ -8,7 +8,7 @@ float hash(vec2 p) { return fract(sin(dot(p, vec2(91.7, 127.3))) * 43758.5453123); } -const vec3 SURFACE_TINT = vec3(1.0, 0.32, 0.08); +const vec3 SURFACE_BASE = vec3(0.98, 0.18, 0.08); const vec3 LIGHT_POSITIONS[8] = vec3[8]( vec3(13.0, 4.5, 13.0), @@ -33,7 +33,7 @@ float calculateAttenuation(float distance) { } void main() { - vec3 baseColor = clamp(fragColor * 1.05 * SURFACE_TINT, 0.0, 1.0); + vec3 baseColor = SURFACE_BASE; float axisSelector = step(abs(fragWorldPos.z), abs(fragWorldPos.x)); float coord = mix(fragWorldPos.z, fragWorldPos.x, axisSelector); float plankScale = 0.4; diff --git a/shaders/wall.frag.spv b/shaders/wall.frag.spv index 3ff9183..6a9108c 100644 Binary files a/shaders/wall.frag.spv and b/shaders/wall.frag.spv differ