improve u_gamma support & update default dense-render-distance value
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@ -18,6 +18,7 @@ uniform mat4 u_view;
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uniform mat4 u_inverseView;
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uniform mat4 u_inverseView;
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uniform vec3 u_sunDir;
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uniform vec3 u_sunDir;
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uniform vec3 u_cameraPos;
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uniform vec3 u_cameraPos;
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uniform float u_gamma;
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#include <__effect__>
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#include <__effect__>
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@ -29,6 +29,8 @@ vec4 effect() {
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light = max(light, emission);
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light = max(light, emission);
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light = pow(light, u_gamma);
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vec3 fogColor = texture(u_skybox, dir).rgb;
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vec3 fogColor = texture(u_skybox, dir).rgb;
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float fog = calc_fog(length(u_view * vec4((modelpos.xyz - u_cameraPos) * FOG_POS_SCALE, 0.0)) / 256.0);
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float fog = calc_fog(length(u_view * vec4((modelpos.xyz - u_cameraPos) * FOG_POS_SCALE, 0.0)) / 256.0);
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return vec4(mix(texture(u_screen, v_uv).rgb * mix(1.0, light, 1.0), fogColor, fog), 1.0);
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return vec4(mix(texture(u_screen, v_uv).rgb * mix(1.0, light, 1.0), fogColor, fog), 1.0);
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@ -35,7 +35,7 @@ float calc_shadow(
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}
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}
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shadow /= 9.0;
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shadow /= 9.0;
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} else {
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} else {
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shadow = 0.5;
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shadow = 0.0;
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}
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}
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return shadow;
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return shadow;
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}
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}
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@ -82,7 +82,7 @@ struct GraphicsSettings {
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/// @brief Shadows quality
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/// @brief Shadows quality
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IntegerSetting shadowsQuality {0, 0, 3};
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IntegerSetting shadowsQuality {0, 0, 3};
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/// @brief Dense render distance
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/// @brief Dense render distance
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IntegerSetting denseRenderDistance {40, 0, 10'000};
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IntegerSetting denseRenderDistance {56, 0, 10'000};
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};
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};
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struct DebugSettings {
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struct DebugSettings {
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