diff --git a/apps/openmw/mwrender/shaderhelper.cpp b/apps/openmw/mwrender/shaderhelper.cpp index 93f960dc42..5354251f8c 100644 --- a/apps/openmw/mwrender/shaderhelper.cpp +++ b/apps/openmw/mwrender/shaderhelper.cpp @@ -258,7 +258,7 @@ void ShaderHelper::createShader(const bool mrt, const bool shadows, const bool s outStream << " float3 lightingFinal = lightColour.xyz * diffuse.xyz * vertexColour.xyz + ambient.xyz * lightAmbient.xyz + emissive.xyz; \n" " float fogValue = saturate((iDepth - fogParams.y) * fogParams.w); \n" - " oColor.xyz = lerp(lightingFinal * tex.xyz, fogColour, fogValue); \n" + " oColor.xyz = lerp(lightingFinal * tex.xyz, fogColour.xyz, fogValue); \n" " oColor.a = tex.a * diffuse.a * vertexColour.a; \n"; if (mrt) outStream << diff --git a/apps/openmw/mwrender/shadows.cpp b/apps/openmw/mwrender/shadows.cpp index 9c150f0c65..bf5602f438 100644 --- a/apps/openmw/mwrender/shadows.cpp +++ b/apps/openmw/mwrender/shadows.cpp @@ -55,9 +55,7 @@ void Shadows::recreate() mSceneMgr->setShadowCasterRenderBackFaces(true); mSceneMgr->setShadowTextureCasterMaterial("depth_shadow_caster"); mSceneMgr->setShadowTexturePixelFormat(PF_FLOAT32_R); - mSceneMgr->setShadowDirLightTextureOffset(0.9); mSceneMgr->setShadowDirectionalLightExtrusionDistance(1000000); - mSceneMgr->setShowDebugShadows(true); mShadowFar = split ? Settings::Manager::getInt("split shadow distance", "Shadows") : Settings::Manager::getInt("shadow distance", "Shadows"); mSceneMgr->setShadowFarDistance(mShadowFar);