void main()
{
vec3 texel = texture2D(tex, gl_TexCoord[0].st).xyz;
- vec3 color = pow(texel * grid_color, vec3(0.75)) * 2.0;
+ vec3 color = pow(texel * grid_color, vec3(0.76)) * 5.0;
float dist = abs(vpos.z);
- float fog = 1.0 - exp(-dist * 0.11);
+ float fog = 1.0 - exp(-dist * 0.12);
float t = clamp(fog, 0.0, 1.0);
gl_FragColor.xyz = mix(color, fog_color, t);