gamma correction
parent
44b027c3e2
commit
a039ced6cf
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@ -9,9 +9,9 @@ out vec4 FragColor;
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vec3 lightColor = vec3(1.0);
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vec3 lightColor = vec3(1.0);
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vec3 lightDir = -normalize(vec3(0.0, 100.0, 0.0) - vec3(32.0));
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vec3 lightDir = -normalize(vec3(0.0, 100.0, 0.0) - vec3(32.0));
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float ambientStrength = 0.5;
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float ambientStrength = 0.05;
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float diffuseStrength = 0.3;
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float diffuseStrength = 0.7;
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float specularStrength = 0.2;
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float specularStrength = 0.25;
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uniform vec3 viewPos;
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uniform vec3 viewPos;
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uniform float u_time;
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uniform float u_time;
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@ -38,5 +38,7 @@ void main()
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// Final color
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// Final color
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vec3 color = ambient * ambientStrength + diffuse * diffuseStrength + specular * specularStrength;
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vec3 color = ambient * ambientStrength + diffuse * diffuseStrength + specular * specularStrength;
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FragColor = vec4(color, 1.0);
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float gamma = 2.2;
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FragColor.rgb = pow(color.rgb, vec3(1.0/gamma));
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}
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}
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@ -312,9 +312,9 @@ void quad(Chunk::Chunk* chunk, glm::vec3 bottomLeft, glm::vec3 topLeft, glm::vec
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b = 0.0f;
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b = 0.0f;
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break;
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break;
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case Block::DIRT:
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case Block::DIRT:
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r = 0.176f;
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r = 0.152f;
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g = 0.282f;
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g = 0.056f;
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b = 0.169f;
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b = 0.056f;
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break;
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break;
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default:
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default:
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r = 0.0f;
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r = 0.0f;
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