There's a problem with the way you implemented the darkness fix in GZdoom 2.x. You implemented the 0.03 value in the wrong section. As a result, the absolute darkness in front of the player remains.Graf Zahl wrote:Ok, added the new value. But since the shader in GZdoom 2.x has changed, the results can be a bit different.

To fix this, in "gzdoom.pk3" -> "shaders" -> "glsl" -> "main.fp" change this section
/* L in the range 0 to 63 */
float L = light * 63.0/31.0;
float min_L = clamp(36.0/31.0 - L, 0.03, 1.0);
// Fix objects getting totally black when close.
if (dist < 0.0001)
dist = 0.0001;
back to this
/* L in the range 0 to 63 */
float L = light * 63.0/31.0;
float min_L = clamp(36.0/31.0 - L, 0.0, 1.0);
// Fix objects getting totally black when close.
if (dist < 0.0001)
dist = 0.0001;
and change this section
#endif
color.rgb = clamp(color.rgb + desaturate(dynlight).rgb, 0.0, 1.4);
// prevent any unintentional messing around with the alpha.
return vec4(color.rgb, vColor.a);
to this
#endif
color.rgb = clamp(color.rgb + desaturate(dynlight).rgb, 0.03, 1.4);
// prevent any unintentional messing around with the alpha.
return vec4(color.rgb, vColor.a);
which results in this

which is 100% identical to the software renderer and the GZdoom 1.x fix from the first post in the previous thread.