diff --git a/data/shaders/terraintessellation/terrain.frag b/data/shaders/terraintessellation/terrain.frag index 9273a742..54ec5d57 100644 --- a/data/shaders/terraintessellation/terrain.frag +++ b/data/shaders/terraintessellation/terrain.frag @@ -20,10 +20,10 @@ vec3 sampleTerrainLayer() // Define some layer ranges for sampling depending on terrain height vec2 layers[6]; layers[0] = vec2(-10.0, 10.0); - layers[1] = vec2(5.0, 35.0); - layers[2] = vec2(30.0, 70.0); - layers[3] = vec2(60.0, 95.0); - layers[4] = vec2(85.0, 140.0); + layers[1] = vec2(5.0, 45.0); + layers[2] = vec2(45.0, 80.0); + layers[3] = vec2(75.0, 100.0); + layers[4] = vec2(95.0, 140.0); layers[5] = vec2(140.0, 190.0); vec3 color = vec3(0.0); diff --git a/data/shaders/terraintessellation/terrain.frag.spv b/data/shaders/terraintessellation/terrain.frag.spv index 4822b129..471431f6 100644 Binary files a/data/shaders/terraintessellation/terrain.frag.spv and b/data/shaders/terraintessellation/terrain.frag.spv differ diff --git a/terraintessellation/terraintessellation.cpp b/terraintessellation/terraintessellation.cpp index 5f0f6c9e..9d68a559 100644 --- a/terraintessellation/terraintessellation.cpp +++ b/terraintessellation/terraintessellation.cpp @@ -118,8 +118,9 @@ public: title = "Vulkan Example - Dynamic terrain tessellation"; camera.type = Camera::CameraType::firstperson; camera.setPerspective(60.0f, (float)width / (float)height, 0.1f, 512.0f); - camera.setRotation(glm::vec3(-11.0f, 56.0f, 0.0f)); - camera.setTranslation(glm::vec3(60.0f, 20.5f, -44.0f)); + camera.setRotation(glm::vec3(-12.0f, 159.0f, 0.0f)); + camera.setTranslation(glm::vec3(18.0f, 22.5f, 57.5f)); + camera.movementSpeed = 7.5f; // Support for tessellation shaders is optional, so check first //if (!deviceFeatures.tessellationShader)