gamma 2.2

Co-Authored-By: Ian Bassi <12130714+ianalexis@users.noreply.github.com>
This commit is contained in:
RF47
2026-05-18 17:44:51 -03:00
committed by Rodrigo Faselli
parent 6a2211bcdf
commit 909a84af60
4 changed files with 10 additions and 10 deletions

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@@ -11,14 +11,14 @@ const float EPSILON = 0.0001;
// normalized values for (-0.6/1.31, 0.6/1.31, 1./1.31)
const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929);
#define LIGHT_TOP_DIFFUSE (0.8 * INTENSITY_CORRECTION)
#define LIGHT_TOP_SPECULAR (0.85 * INTENSITY_CORRECTION)
#define LIGHT_TOP_SHININESS 72.0
#define LIGHT_TOP_SPECULAR (1.10 * INTENSITY_CORRECTION)
#define LIGHT_TOP_SHININESS 128.0
// normalized values for (1./1.43, 0.2/1.43, 1./1.43)
const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074);
#define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION)
#define LIGHT_FRONT_SPECULAR (0.20 * INTENSITY_CORRECTION)
#define LIGHT_FRONT_SHININESS 28.0
#define LIGHT_FRONT_SPECULAR (0.28 * INTENSITY_CORRECTION)
#define LIGHT_FRONT_SHININESS 64.0
#define INTENSITY_AMBIENT 0.22

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@@ -82,7 +82,7 @@ void main()
// Boost brightness on top surfaces (optional)
float brightness_boost = 1.0 + up_factor * 0.15; // 15% extra brightness on top
ambient_occlusion = pow(ambient_occlusion, 1.1) * brightness_boost;
ambient_occlusion = pow(ambient_occlusion, 2.2) * brightness_boost;
ambient_occlusion = clamp(ambient_occlusion, 0.45, 1.05);
gl_FragColor = vec4(base * ambient_occlusion, 1.0);

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@@ -11,14 +11,14 @@ const float EPSILON = 0.0001;
// normalized values for (-0.6/1.31, 0.6/1.31, 1./1.31)
const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929);
#define LIGHT_TOP_DIFFUSE (0.8 * INTENSITY_CORRECTION)
#define LIGHT_TOP_SPECULAR (0.85 * INTENSITY_CORRECTION)
#define LIGHT_TOP_SHININESS 72.0
#define LIGHT_TOP_SPECULAR (1.10 * INTENSITY_CORRECTION)
#define LIGHT_TOP_SHININESS 128.0
// normalized values for (1./1.43, 0.2/1.43, 1./1.43)
const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074);
#define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION)
#define LIGHT_FRONT_SPECULAR (0.20 * INTENSITY_CORRECTION)
#define LIGHT_FRONT_SHININESS 28.0
#define LIGHT_FRONT_SPECULAR (0.28 * INTENSITY_CORRECTION)
#define LIGHT_FRONT_SHININESS 64.0
#define INTENSITY_AMBIENT 0.22

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@@ -87,7 +87,7 @@ void main()
// Additional brightness boost for upward-facing surfaces
float brightness_boost = 1.0 + up_factor * 0.2;
ao_factor = pow(ao_factor, 1.1) * brightness_boost;
ao_factor = pow(ao_factor, 2.2) * brightness_boost;
occlusion = clamp(ao_factor, 0.45, 1.05);
} else {