diff --git a/internal/asset/shader/world.frag b/internal/asset/shader/world.frag index 721817e..d26965d 100644 --- a/internal/asset/shader/world.frag +++ b/internal/asset/shader/world.frag @@ -41,12 +41,12 @@ void main() { color += vec4(texpixel.rgb * light, 0.0f); color.a = texpixel.a; + color.rgb = pow(color.rgb, vec3(1.0/gamma)); float z = gl_FragCoord.z / gl_FragCoord.w; float fog = clamp(exp(-fogDensity * z * z), 0.2, 1); outputColor = mix(fogColor, color, fog); - //outputColor.rgb = pow(outputColor.rgb, vec3(1.0/gamma)); } void lightSun() { diff --git a/internal/render/render_world.go b/internal/render/render_world.go index 5a5f382..053d51a 100644 --- a/internal/render/render_world.go +++ b/internal/render/render_world.go @@ -124,7 +124,5 @@ func (r *WorldRenderer) Render(world *world.World, view *View) { r.shader.SetUniformVec4f("fogColor", itype.Vec4f{0.6, 0.8, 1.0, 1.0}) r.shader.SetUniformVec3f("sun", normalSun) - gl.Enable(gl.FRAMEBUFFER_SRGB) world.Render() - gl.Disable(gl.FRAMEBUFFER_SRGB) }