From 96cc6cf02c28ddfab0820093e6117882aefb209b Mon Sep 17 00:00:00 2001 From: ReversedCausality Date: Thu, 17 Oct 2024 15:12:04 +0100 Subject: [PATCH] Bump version. --- Cargo.lock | 2 +- Cargo.toml | 2 +- README.md | 4 +++- src/bin/environment.rs | 4 ++-- 4 files changed, 7 insertions(+), 5 deletions(-) diff --git a/Cargo.lock b/Cargo.lock index 2108e59..bf87462 100644 --- a/Cargo.lock +++ b/Cargo.lock @@ -60,7 +60,7 @@ checksum = "4aa90d7ce82d4be67b64039a3d588d38dbcc6736577de4a847025ce5b0c468d1" [[package]] name = "amida" -version = "1.2.0" +version = "1.2.1" dependencies = [ "csscolorparser", "glam", diff --git a/Cargo.toml b/Cargo.toml index 40cc416..2dc506c 100644 --- a/Cargo.toml +++ b/Cargo.toml @@ -1,6 +1,6 @@ [package] name = "amida" -version = "1.2.0" +version = "1.2.1" edition = "2021" default-run = "amida" diff --git a/README.md b/README.md index 82ae4be..4e1a3c8 100644 --- a/README.md +++ b/README.md @@ -1,9 +1,11 @@ # Amida: 2D Lighting using Radiance Cascades -This program implements 2d lighting using the [radiance cascades](https://radiance-cascades.com/) algorithm by Alexander Sannikov, using the bilinear fix to prevent ringing. It also supports multiple bounces using subsurface scattering and volumetrics. +This program implements 2d lighting using the [Radiance Cascades](https://radiance-cascades.com/) algorithm by Alexander Sannikov, using the bilinear fix to prevent ringing. It also supports multiple bounces using subsurface scattering and volumetrics. ## Usage +Note: This program requires a NVIDIA graphics card due to using CUDA. + Download the [latest release](https://github.com/entropylost/amida/releases/), or compile the program yourself by installing [Rust](https://www.rust-lang.org/), and executing `cargo run`, then call the program: ``` diff --git a/src/bin/environment.rs b/src/bin/environment.rs index b782166..2716a39 100644 --- a/src/bin/environment.rs +++ b/src/bin/environment.rs @@ -4,8 +4,8 @@ use std::f32::consts::TAU; fn skylight(angle: f32) -> FVec3 { // Default: - // let sky_color = FVec3::new(0.3, 0.7, 1.0) * 4.0; - // let sun_color = FVec3::new(1.0, 1.0, 0.8) * 10.0; + let sky_color = FVec3::new(0.3, 0.7, 1.0) * 4.0; + let sun_color = FVec3::new(1.0, 1.0, 0.8) * 10.0; // Sunset: // let sky_color = FVec3::new(0.2, 0.15, 0.4) * 2.0; // let sun_color = FVec3::new(1.0, 0.3, 0.1) * 3.0;