From 744e473e4727c3a049822746b52fc5e99b61e486 Mon Sep 17 00:00:00 2001 From: MihailRis Date: Mon, 13 Nov 2023 04:58:39 +0300 Subject: [PATCH] Fog calculation simplified --- res/main.glslv | 2 +- src/engine.cpp | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/res/main.glslv b/res/main.glslv index 98a7acc3..1d4fae3c 100644 --- a/res/main.glslv +++ b/res/main.glslv @@ -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; } diff --git a/src/engine.cpp b/src/engine.cpp index 749ddb1d..adb2cf0f 100644 --- a/src/engine.cpp +++ b/src/engine.cpp @@ -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) {