void main()
{
vec3 texel = texture2D(tex, gl_TexCoord[0].st).xyz;
- vec3 color = pow(texel * grid_color, vec3(0.76)) * 5.0;
+ vec3 color = texel * grid_color.r * 2.0;
float dist = abs(vpos.z);
float fog = 1.0 - exp(-dist * 0.12);
set_uniform_float3(sdr_skydome, "horiz_color", horiz_color.x, horiz_color.y, horiz_color.z);
set_uniform_float3(sdr_skydome, "fog_color", fog_color.x, fog_color.y, fog_color.z);
- if(!(tex_grid = load_texture("data/grid2.png"))) {
+ if(!(tex_grid = load_texture("data/pgrid.png"))) {
delete tex_grid;
return false;
}