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

@ -324,7 +324,6 @@ void TerrainRenderer::render(const Camera& camera) {
// Set lighting
shader->setUniform("uLightDir", glm::vec3(lightDir[0], lightDir[1], lightDir[2]));
shader->setUniform("uLightColor", glm::vec3(lightColor[0], lightColor[1], lightColor[2]));
shader->setUniform("uSpecularIntensity", 0.5f);
shader->setUniform("uAmbientColor", glm::vec3(ambientColor[0], ambientColor[1], ambientColor[2]));
// Set camera position