diff --git a/assets/shaders/jupiters_rings.wgsl b/assets/shaders/jupiters_rings.wgsl index 02310ca..0629eb7 100644 --- a/assets/shaders/jupiters_rings.wgsl +++ b/assets/shaders/jupiters_rings.wgsl @@ -27,7 +27,7 @@ fn ring_density(radius: f32) -> f32 { let thebe_inner: f32 = 129.0; let thebe_outer: f32 = 229.0; let metis_notch_center: f32 = 128.0; - let metis_notch_width: f32 = 0.6; + let metis_notch_width: f32 = 0.1; let halo_brightness: f32 = 0.75; let main_brightness: f32 = 1.0; @@ -41,7 +41,7 @@ fn ring_density(radius: f32) -> f32 { } else if (radius >= main_inner && radius <= main_outer) { var metis_notch_effect: f32 = 1.0; if (radius > metis_notch_center - metis_notch_width * 0.5 && radius < metis_notch_center + metis_notch_width * 0.5) { - metis_notch_effect = 0.5 * (1.0 - smooth_edge(metis_notch_center - metis_notch_width * 0.5, metis_notch_center + metis_notch_width * 0.5, radius)); + metis_notch_effect = 0.8 * (1.0 - smooth_edge(metis_notch_center - metis_notch_width * 0.5, metis_notch_center + metis_notch_width * 0.5, radius)); } density = main_brightness * metis_notch_effect * smooth_edge(main_inner, main_outer, radius); } else { diff --git a/src/nature.rs b/src/nature.rs index dedfbb5..3aab695 100644 --- a/src/nature.rs +++ b/src/nature.rs @@ -75,7 +75,7 @@ pub fn ring_density(radius: f32) -> f32 { let thebe_inner: f32 = 129.0; let thebe_outer: f32 = 229.0; let metis_notch_center: f32 = 128.0; - let metis_notch_width: f32 = 0.6; + let metis_notch_width: f32 = 0.1; let halo_brightness: f32 = 0.75; let main_brightness: f32 = 1.0; @@ -89,7 +89,7 @@ pub fn ring_density(radius: f32) -> f32 { } else if radius >= main_inner && radius <= main_outer { let mut metis_notch_effect: f32 = 1.0; if radius > metis_notch_center - metis_notch_width * 0.5 && radius < metis_notch_center + metis_notch_width * 0.5 { - metis_notch_effect = 0.5 * (1.0 - smooth_edge(metis_notch_center - metis_notch_width * 0.5, metis_notch_center + metis_notch_width * 0.5, radius)); + metis_notch_effect = 0.8 * (1.0 - smooth_edge(metis_notch_center - metis_notch_width * 0.5, metis_notch_center + metis_notch_width * 0.5, radius)); } density = main_brightness * metis_notch_effect * smooth_edge(main_inner, main_outer, radius); } else {