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Fix cone aperture
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The margin to avoid cone surface clamping was way too much
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BarthPaleologue committed Feb 17, 2025
1 parent b14ca70 commit 5d9f5e5
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Showing 2 changed files with 2 additions and 2 deletions.
2 changes: 1 addition & 1 deletion src/shaders/matterjet.glsl
Original file line number Diff line number Diff line change
Expand Up @@ -213,7 +213,7 @@ vec3 rayMarchSpiral(vec3 rayOrigin, vec3 rayDir, float distThrough, int nbSteps,
for(int i = 0; i < nbSteps; i++) {
vec3 p = rayOrigin + float(i) * stepSize * rayDir;

float density = spiralDensity(p, coneTheta * 0.2, coneHeight);
float density = spiralDensity(p, coneTheta * 0.7, coneHeight);

vec3 emission = 10.0 * vec3(0.3, 0.6, 1.0) * density;
float absorption = 0.2 * density;
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Original file line number Diff line number Diff line change
Expand Up @@ -50,7 +50,7 @@ export function newSeededNeutronStarModel(

const radius = clamp(normalRandom(10e3, 1e3, rng, GenerationSteps.RADIUS), 2e3, 50e3);

const dipoleTilt = randRange(-Math.PI / 3, Math.PI / 3, rng, GenerationSteps.DIPOLE_TILT);
const dipoleTilt = randRange(-Math.PI / 6, Math.PI / 6, rng, GenerationSteps.DIPOLE_TILT);

// Todo: do not hardcode
const orbitRadius = rng(GenerationSteps.ORBIT) * 5000000e3;
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