diff --git a/shaders/mat_default.frag b/shaders/mat_default.frag index 826dedee..42f1adaa 100644 --- a/shaders/mat_default.frag +++ b/shaders/mat_default.frag @@ -38,10 +38,10 @@ void main() vec3 fragcolor = ambient; vec3 fragnormal = normalize(f_normal); float reflectivity = param[1].z; - float specularity = (tex_color.r + tex_color.g + tex_color.b) * 0.5; + //float specularity = (tex_color.r + tex_color.g + tex_color.b) * 0.5; glossiness = abs(param[1].w); - fragcolor = apply_lights(fragcolor, fragnormal, tex_color.rgb, reflectivity, specularity, shadow_tone); + fragcolor = apply_lights(fragcolor, fragnormal, tex_color.rgb, reflectivity, 0, shadow_tone); vec4 color = vec4(apply_fog(fragcolor), tex_color.a * alpha_mult); /* float distance = dot(f_pos.xyz, f_pos.xyz); diff --git a/shaders/mat_reflmap.frag b/shaders/mat_reflmap.frag index 3b02e092..5695ee3f 100644 --- a/shaders/mat_reflmap.frag +++ b/shaders/mat_reflmap.frag @@ -44,7 +44,7 @@ void main() float specularity = (tex_color.r + tex_color.g + tex_color.b) * 0.5; glossiness = abs(param[1].w); - fragcolor = apply_lights(fragcolor, fragnormal, tex_color.rgb, reflectivity, specularity, shadow_tone); + fragcolor = apply_lights(fragcolor, fragnormal, tex_color.rgb, reflectivity, 0, shadow_tone); if(alphatestfail) fragcolor.r = 1.0; diff --git a/shaders/tonemapping.glsl b/shaders/tonemapping.glsl index 9dc74a72..863fe0fe 100644 --- a/shaders/tonemapping.glsl +++ b/shaders/tonemapping.glsl @@ -44,7 +44,7 @@ vec3 filmic(vec3 x) // AgX tonemapping based on nxrighthere / Missing Deadlines implementation. // 0: Default, 1: Golden, 2: Punchy #ifndef AGX_LOOK -#define AGX_LOOK 2 +#define AGX_LOOK 0 #endif vec3 AgxDefaultContrastApprox(vec3 x) @@ -109,8 +109,8 @@ vec3 AgxLook(vec3 val) vec3 offset = vec3(0.0); vec3 slope = vec3(1.0); - vec3 power = vec3(1.0); - float sat = 1.0; + vec3 power = vec3(1.6); + float sat = 0.9; #if AGX_LOOK == 1 // Golden