From a6c4e9e22e5696a09aec48d46064c260fa00938c Mon Sep 17 00:00:00 2001 From: MihailRis Date: Wed, 15 Jul 2026 19:28:02 +0300 Subject: [PATCH] reduce fog factor for emissive geometry --- res/shaders/effects/deferred_lighting.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/res/shaders/effects/deferred_lighting.glsl b/res/shaders/effects/deferred_lighting.glsl index c314df02a..6207f1583 100644 --- a/res/shaders/effects/deferred_lighting.glsl +++ b/res/shaders/effects/deferred_lighting.glsl @@ -32,6 +32,6 @@ vec4 effect() { light = pow(light, u_gamma); vec3 fogColor = texture(u_skybox, dir).rgb; - float fog = calc_fog(length(u_view * vec4((modelpos.xyz - u_cameraPos) * FOG_POS_SCALE, 0.0)) / 256.0); + float fog = calc_fog(pow(length(u_view * vec4((modelpos.xyz - u_cameraPos) * FOG_POS_SCALE, 0.0)) / 256.0, (1.0f - emission * 0.7))); return vec4(mix(texture(u_screen, v_uv).rgb * mix(1.0, light, 1.0), fogColor, fog), 1.0); }