opengl: Fixed color range of terrain textures
This will lose precision, but is sufficient right now, and avoids bright textures (like snow) to be greyed.
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2 changed files with 2 additions and 3 deletions
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@ -98,8 +98,7 @@ bool OpenGLTerrainChunk::maintain() {
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double x = _startx + factor * to_double(i);
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double z = _startz + factor * to_double(j);
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Color color = _renderer->getTexturesRenderer()->applyToTerrain(x, z).final_color;
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color.normalize();
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new_image->setPixel(i, j, color.to32BitRGBA());
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new_image->setPixel(i, j, Color(color.r * 0.2, color.g * 0.2, color.b * 0.2).normalized().to32BitRGBA());
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}
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}
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@ -4,7 +4,7 @@ out vec4 final_color;
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void main(void)
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{
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final_color = texture(groundTexture, texcoord);
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final_color = vec4(texture(groundTexture, texcoord).rgb * 5.0, 1.0);
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final_color = applyAerialPerspective(final_color);
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