diff --git a/res/main.glslf b/res/main.glslf index 1b998767..f8197996 100644 --- a/res/main.glslf +++ b/res/main.glslf @@ -12,6 +12,6 @@ void main(){ vec4 tex_color = texture(u_texture0, a_texCoord); //if (tex_color.a < 0.5) // discard; - float depth = (a_distance/256.0)*(a_distance/256.0)*256.0; + float depth = (a_distance/256.0)*(a_distance/256.0)*256.0/6; f_color = mix(a_color * tex_color, vec4(u_fogColor,1.0), min(1.0, depth/256.0/1.0f)); } diff --git a/src/world_render.h b/src/world_render.h index f19872ae..923c2c2c 100644 --- a/src/world_render.h +++ b/src/world_render.h @@ -122,7 +122,7 @@ void draw_world(Camera* camera, Assets* assets, Chunks* chunks, shader->uniformMatrix("u_proj", camera->getProjection()); shader->uniformMatrix("u_view", camera->getView()); shader->uniform1f("u_gamma", 1.6f); - shader->uniform3f("u_skyLightColor", 1.8f,1.8f,1.8f); + shader->uniform3f("u_skyLightColor", 2.2f,2.2f,2.2f); shader->uniform3f("u_fogColor", 0.7f,0.71f,0.73f); shader->uniform3f("u_cameraPos", camera->position.x,camera->position.y,camera->position.z); texture->bind();