diff --git a/web/src/blob/blob.ts b/web/src/blob/blob.ts index 01a834a..9804b7a 100644 --- a/web/src/blob/blob.ts +++ b/web/src/blob/blob.ts @@ -45,8 +45,8 @@ const SLOW_FOR = 2; // … and this many seconds of them step the quality down const FAST_FOR = 10; // s of frames on time before it tries one step up again /// Quality steps: icosphere subdivisions and resolution scale. const QUALITY: [number, number][] = [[5, 1], [4, 1], [4, 0.6], [3, 0.5]]; -/// Quality steps that still draw the light behind the drop. -const CAUSTICS_UP_TO = 1; +/// Keep the light at reduced resolution; only the emergency tier omits it. +const CAUSTICS_UP_TO = 2; const CAUSTICS_IN = 0.6; // s for the light to come up as playing starts, and go /// Ferrofluid spikes: "auto" shows them where the track's look asks for them (style.ts). diff --git a/web/src/blob/caustics.ts b/web/src/blob/caustics.ts index 6b8b9df..2ceca9b 100644 --- a/web/src/blob/caustics.ts +++ b/web/src/blob/caustics.ts @@ -141,7 +141,7 @@ export class Caustics { gl.uniform1f(u.uHue, look.hue); gl.uniform1f(u.uIri, look.iri); gl.uniform1f(u.uHeat, look.heat); - gl.uniform1f(u.uAmount, c.amount * look.caustics * 0.65); + gl.uniform1f(u.uAmount, c.amount * look.caustics); gl.disable(gl.DEPTH_TEST); gl.depthMask(false); gl.bindVertexArray(this.vao);