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Enable HDR lighting with Reinhard tonemapping across all world shaders
Replace hardcoded specular multipliers with uLightColor * uSpecularIntensity uniforms in all 4 world shaders (terrain, WMO, M2, character), set HDR sun color (1.5, 1.4, 1.3) and specular intensity 0.5 so highlights can exceed 1.0, and switch the post-process pass from passthrough to exposure-compensated Reinhard (exposure=1.8) for soft highlight roll-off without clipping.
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6 changed files with 24 additions and 6 deletions
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@ -1176,8 +1176,10 @@ void Renderer::initPostProcess(int w, int h) {
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out vec4 FragColor;
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void main() {
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vec3 color = texture(uScene, vUV).rgb;
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// Passthrough — tonemap will kick in once HDR lighting is added
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FragColor = vec4(color, 1.0);
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float exposure = 1.8;
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color *= exposure;
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vec3 mapped = color / (color + vec3(1.0));
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FragColor = vec4(mapped, 1.0);
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}
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)";
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postProcessShader = std::make_unique<Shader>();
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