Remove color variance
It didn’t look all that well on the new background
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cb500033c0
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@ -3,7 +3,6 @@ use rand_distr::{Bernoulli, Distribution, Uniform};
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pub struct SphereParams {
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pub radius: f32,
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pub color: Vec3,
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pub alpha: f32,
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pub glossiness: f32,
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pub origin: Vec3,
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@ -15,7 +14,6 @@ pub struct SphereParams {
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pub struct SphereParamsDistribution {
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pub drad: Uniform<f32>,
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pub dpos: Uniform<f32>,
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pub dcol: Uniform<f32>,
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pub demit: Bernoulli,
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pub dampl: Uniform<f32>,
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pub dfreq: Uniform<f32>,
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@ -28,7 +26,6 @@ impl Default for SphereParamsDistribution {
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Self {
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drad: Uniform::new(0.01, 0.10),
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dpos: Uniform::new(-1.0, 1.0),
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dcol: Uniform::new(0.0, 1.0),
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demit: Bernoulli::new(0.1).unwrap(),
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dampl: Uniform::new(0.3, 0.8),
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dfreq: Uniform::new(0.2, 1.5),
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@ -43,7 +40,6 @@ impl SphereParamsDistribution {
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SphereParams {
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origin: self.dpos.sample3(rgen),
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radius: self.drad.sample(rgen),
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color: self.dcol.sample3(rgen).normalize(),
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alpha: if self.demit.sample(rgen) { 10.0 } else { 0.0 },
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glossiness: self.dgloss.sample(rgen),
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amplitudes: self.dampl.sample3(rgen),
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@ -57,9 +53,9 @@ impl SphereParams {
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pub fn to_sphere(&self, time: f32) -> crate::Sphere {
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let center = self.origin + self.amplitudes * (self.frequencies * time + self.phases).map(|x| x.sin());
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let radius = self.radius;
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let emit_color = self.alpha * self.color;
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let emit_color = self.alpha * vec3(0.9, 0.6, 0.1);
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let glossiness = self.glossiness;
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let reflect_color = 0.6 * self.color + Vec3::splat(0.2);
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let reflect_color = Vec3::splat(0.8);
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crate::Sphere {
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center,
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radius,
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