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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.
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3 changed files with 5 additions and 15 deletions
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@ -324,7 +324,6 @@ void TerrainRenderer::render(const Camera& camera) {
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// Set lighting
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shader->setUniform("uLightDir", glm::vec3(lightDir[0], lightDir[1], lightDir[2]));
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shader->setUniform("uLightColor", glm::vec3(lightColor[0], lightColor[1], lightColor[2]));
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shader->setUniform("uSpecularIntensity", 0.5f);
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shader->setUniform("uAmbientColor", glm::vec3(ambientColor[0], ambientColor[1], ambientColor[2]));
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// Set camera position
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