- added a bottom tint option that basically lets you create a gradient on your clouds
- i’m getting quite familiar with shaders and graphics code! this is one of my main goals for the project, and i’m glad it’s working out well!
- also fixed a bunch of bugs
basic description of the bottom tint algorithm:
- vertex shader: tint interpolation progress = (y level of the cloud vertex) / (transition range percentage * cloud height range)
- fragment shader: color = lerp(bottomColor, topColor, tintInterpProgress)
by default, the effect is much more subtle than this, but it is still there
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