Fog calculation simplified
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c2f130c931
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744e473e47
@ -28,6 +28,6 @@ void main(){
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a_color = vec4(pow(light, vec3(u_gamma)),1.0f);
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a_texCoord = v_texCoord;
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a_color.rgb += u_skyLightColor * v_light.a;
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a_distance = pow(length(viewmodelpos), 1.5);
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a_distance = length(viewmodelpos);
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gl_Position = u_proj * viewmodelpos;
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}
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@ -104,7 +104,7 @@ void Engine::mainloop() {
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level->update();
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level->chunksController->update(settings.chunks.loadSpeed);
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float fovFactor = 1.6f / (float)settings.chunks.loadDistance;
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float fovFactor = 16.0f / (float)settings.chunks.loadDistance;
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worldRenderer.draw(camera, occlusion, fovFactor, settings.fogCurve);
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hud.draw();
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if (level->player->debug) {
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