diff --git a/data/shaders/instanced_shadowref.frag b/data/shaders/instanced_shadowref.frag index 8595ee2b7..bf296e7ea 100644 --- a/data/shaders/instanced_shadowref.frag +++ b/data/shaders/instanced_shadowref.frag @@ -17,5 +17,5 @@ void main(void) vec4 col = texture(tex, uv); #endif if (col.a < 0.5) discard; - FragColor = vec4(exp(1. * (2. * gl_FragCoord.z - 1.) / gl_FragCoord.w)); + FragColor = vec4(exp(8. * (2. * gl_FragCoord.z - 1.) / gl_FragCoord.w)); } diff --git a/data/shaders/shadow.frag b/data/shaders/shadow.frag index 39ccc5428..45118c085 100644 --- a/data/shaders/shadow.frag +++ b/data/shaders/shadow.frag @@ -2,5 +2,5 @@ out vec4 FragColor; void main() { - FragColor = vec4(exp(1. * (2. * gl_FragCoord.z - 1.) / gl_FragCoord.w)); + FragColor = vec4(exp(8. * (2. * gl_FragCoord.z - 1.) / gl_FragCoord.w)); } diff --git a/data/shaders/shadowref.frag b/data/shaders/shadowref.frag index c63761190..cce3b3be4 100644 --- a/data/shaders/shadowref.frag +++ b/data/shaders/shadowref.frag @@ -12,5 +12,5 @@ void main(void) { vec4 col = texture(tex, uv); if (col.a < 0.5) discard; - FragColor = vec4(exp(1. * (2. * gl_FragCoord.z - 1.) / gl_FragCoord.w)); + FragColor = vec4(exp(8. * (2. * gl_FragCoord.z - 1.) / gl_FragCoord.w)); } diff --git a/data/shaders/sunlightshadow.frag b/data/shaders/sunlightshadow.frag index 8b6337b86..0bb01c51d 100644 --- a/data/shaders/sunlightshadow.frag +++ b/data/shaders/sunlightshadow.frag @@ -56,7 +56,7 @@ float getShadowFactor(vec3 pos, float bias, int index) float z = texture(shadowtex, vec3(shadowtexcoord, float(index))).x; float d = shadowcoord.z; - return min(pow(exp(-1. * d) * z, 240.), 1.); + return min(pow(exp(-8. * d) * z, 256.), 1.); } void main() {