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-rw-r--r--client/shaders/nodes_shader/opengl_fragment.glsl2
-rw-r--r--client/shaders/object_shader/opengl_fragment.glsl2
2 files changed, 0 insertions, 4 deletions
diff --git a/client/shaders/nodes_shader/opengl_fragment.glsl b/client/shaders/nodes_shader/opengl_fragment.glsl
index 55c3feac7..c24619539 100644
--- a/client/shaders/nodes_shader/opengl_fragment.glsl
+++ b/client/shaders/nodes_shader/opengl_fragment.glsl
@@ -533,8 +533,6 @@ void main(void)
(1.0 - adjusted_night_ratio) * ( // natural light
col.rgb * (1.0 - shadow_int * (1.0 - shadow_color)) + // filtered texture color
dayLight * shadow_color * shadow_int); // reflected filtered sunlight/moonlight
- // col.r = 0.5 * clamp(getPenumbraRadius(ShadowMapSampler, posLightSpace.xy, posLightSpace.z, 1.0) / SOFTSHADOWRADIUS, 0.0, 1.0) + 0.5 * col.r;
- // col.r = adjusted_night_ratio; // debug night ratio adjustment
#endif
#if ENABLE_TONE_MAPPING
diff --git a/client/shaders/object_shader/opengl_fragment.glsl b/client/shaders/object_shader/opengl_fragment.glsl
index e1d7a3574..48066adc3 100644
--- a/client/shaders/object_shader/opengl_fragment.glsl
+++ b/client/shaders/object_shader/opengl_fragment.glsl
@@ -526,8 +526,6 @@ void main(void)
(1.0 - adjusted_night_ratio) * ( // natural light
col.rgb * (1.0 - shadow_int * (1.0 - shadow_color)) + // filtered texture color
dayLight * shadow_color * shadow_int); // reflected filtered sunlight/moonlight
- // col.r = 0.5 * clamp(getPenumbraRadius(ShadowMapSampler, posLightSpace.xy, posLightSpace.z, 1.0) / SOFTSHADOWRADIUS, 0.0, 1.0) + 0.5 * col.r;
- // col.r = adjusted_night_ratio; // debug night ratio adjustment
#endif
#if ENABLE_TONE_MAPPING