Remove terrain specular and fix washed-out tonemap

Drop specular lighting from terrain shader — ground materials (dirt, grass,
stone) are purely diffuse and specular highlights made them look plastic.
Replace Reinhard tonemapper with a shoulder-only compressor that is identity
below 0.9 and softly rolls off HDR values above, preserving scene contrast.
This commit is contained in:
Kelsi 2026-02-04 15:33:00 -08:00
parent 09e1ee0ae2
commit 1c718dce22
3 changed files with 5 additions and 15 deletions

View file

@ -32,9 +32,6 @@ uniform vec3 uAmbientColor;
// Camera
uniform vec3 uViewPos;
// HDR specular
uniform float uSpecularIntensity;
// Fog
uniform vec3 uFogColor;
uniform float uFogStart;
@ -78,14 +75,8 @@ void main() {
diff = max(diff, 0.2); // Minimum light to prevent completely dark faces
vec3 diffuse = diff * uLightColor * finalColor.rgb;
// Specular lighting (subtle for terrain)
vec3 viewDir = normalize(uViewPos - FragPos);
vec3 halfwayDir = normalize(lightDir + viewDir);
float spec = pow(max(dot(norm, halfwayDir), 0.0), 32.0);
vec3 specular = spec * uLightColor * uSpecularIntensity;
// Combine lighting
vec3 result = ambient + diffuse + specular;
// Combine lighting (terrain is purely diffuse — no specular on ground)
vec3 result = ambient + diffuse;
// Apply fog
float distance = length(uViewPos - FragPos);