Fog calculation simplified

This commit is contained in:
MihailRis 2023-11-13 04:58:39 +03:00
parent c2f130c931
commit 744e473e47
2 changed files with 2 additions and 2 deletions

View File

@ -28,6 +28,6 @@ void main(){
a_color = vec4(pow(light, vec3(u_gamma)),1.0f);
a_texCoord = v_texCoord;
a_color.rgb += u_skyLightColor * v_light.a;
a_distance = pow(length(viewmodelpos), 1.5);
a_distance = length(viewmodelpos);
gl_Position = u_proj * viewmodelpos;
}

View File

@ -104,7 +104,7 @@ void Engine::mainloop() {
level->update();
level->chunksController->update(settings.chunks.loadSpeed);
float fovFactor = 1.6f / (float)settings.chunks.loadDistance;
float fovFactor = 16.0f / (float)settings.chunks.loadDistance;
worldRenderer.draw(camera, occlusion, fovFactor, settings.fogCurve);
hud.draw();
if (level->player->debug) {