more shadow fixes, fix tree borders

This commit is contained in:
DramaticShape
2026-07-29 22:23:08 -04:00
parent 18857e039a
commit 7e3245a9ef
10 changed files with 381 additions and 53 deletions
+13
View File
@@ -100,6 +100,19 @@ through a soft shadowless gap; moonlight presses at about two-thirds the
sun's weight. The scene shader multiplies every surface by the hour's tint —
neutral at noon, warm at the twilights, dim blue under the moon.
The **windows are glass**. The panes in the overworld art — the framed
squares on building fronts and the small lights in doors — are found by
*shape* in the tileset image itself (a black border row, black-flanked glass
rows, a closing border; no tile ids anywhere), and marked on a mask texture
the scene shader samples alongside the atlas. By day a thin glint crosses
them **while you move** — the sweep is fed by the camera's own travel and
dies within a beat of standing still, because a reflection is something the
viewpoint does — with the art still visible through it. After dark they are
**lit from inside**:
the pane's own shine pattern carried into a warm lamp colour, exempt from
the sun, the shadow map and the hour's tint. The lamps come on through dusk,
burn all night, and are mostly out again by dawn.
**Outdoors only.** Indoors keeps the noon rig, the neutral tint and no sky:
a cave at midnight is exactly as dark as a cave at noon. A battle staged on
an outdoor map fights under the hour — night void behind the arena, tinted