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authorsfan5 <sfan5@live.de>2021-05-08 20:18:29 +0200
committersfan5 <sfan5@live.de>2021-05-11 21:15:39 +0200
commit69c70dd319532f7860f211f4a527a902b0386e49 (patch)
tree7ddfab40bd2f5c0bf7e50572e494bc41bf65388c /client/shaders/nodes_shader
parent2443f1e2351d641d82597525e937792cce15be1e (diff)
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Fix swapped vertex colors on GLES2
Diffstat (limited to 'client/shaders/nodes_shader')
-rw-r--r--client/shaders/nodes_shader/opengl_vertex.glsl10
1 files changed, 7 insertions, 3 deletions
diff --git a/client/shaders/nodes_shader/opengl_vertex.glsl b/client/shaders/nodes_shader/opengl_vertex.glsl
index c68df4a8e..1a4840d35 100644
--- a/client/shaders/nodes_shader/opengl_vertex.glsl
+++ b/client/shaders/nodes_shader/opengl_vertex.glsl
@@ -146,10 +146,14 @@ void main(void)
// the brightness, so now we have to multiply these
// colors with the color of the incoming light.
// The pre-baked colors are halved to prevent overflow.
- vec4 color;
+#ifdef GL_ES
+ vec4 color = inVertexColor.bgra;
+#else
+ vec4 color = inVertexColor;
+#endif
// The alpha gives the ratio of sunlight in the incoming light.
- float nightRatio = 1.0 - inVertexColor.a;
- color.rgb = inVertexColor.rgb * (inVertexColor.a * dayLight.rgb +
+ float nightRatio = 1.0 - color.a;
+ color.rgb = color.rgb * (color.a * dayLight.rgb +
nightRatio * artificialLight.rgb) * 2.0;
color.a = 1.0;