diff --git a/res/shaders/effect.glslf b/res/shaders/effect.glslf index 2b6307ef..687aeeae 100644 --- a/res/shaders/effect.glslf +++ b/res/shaders/effect.glslf @@ -18,6 +18,7 @@ uniform mat4 u_view; uniform mat4 u_inverseView; uniform vec3 u_sunDir; uniform vec3 u_cameraPos; +uniform float u_gamma; #include <__effect__> diff --git a/res/shaders/effects/deferred_lighting.glsl b/res/shaders/effects/deferred_lighting.glsl index f8f10401..c314df02 100644 --- a/res/shaders/effects/deferred_lighting.glsl +++ b/res/shaders/effects/deferred_lighting.glsl @@ -29,6 +29,8 @@ vec4 effect() { light = max(light, emission); + light = pow(light, u_gamma); + vec3 fogColor = texture(u_skybox, dir).rgb; float fog = calc_fog(length(u_view * vec4((modelpos.xyz - u_cameraPos) * FOG_POS_SCALE, 0.0)) / 256.0); return vec4(mix(texture(u_screen, v_uv).rgb * mix(1.0, light, 1.0), fogColor, fog), 1.0); diff --git a/res/shaders/lib/shadows.glsl b/res/shaders/lib/shadows.glsl index 6fede28b..71ef4776 100644 --- a/res/shaders/lib/shadows.glsl +++ b/res/shaders/lib/shadows.glsl @@ -35,7 +35,7 @@ float calc_shadow( } shadow /= 9.0; } else { - shadow = 0.5; + shadow = 0.0; } return shadow; } diff --git a/src/settings.hpp b/src/settings.hpp index fb968e1b..d4c21688 100644 --- a/src/settings.hpp +++ b/src/settings.hpp @@ -82,7 +82,7 @@ struct GraphicsSettings { /// @brief Shadows quality IntegerSetting shadowsQuality {0, 0, 3}; /// @brief Dense render distance - IntegerSetting denseRenderDistance {40, 0, 10'000}; + IntegerSetting denseRenderDistance {56, 0, 10'000}; }; struct DebugSettings {