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Commit message (Expand)AuthorAge
* Add open user data button to main menu (#10579)rubenwardy2020-12-19
* Android: replace InputDialogActivity on simple dialog window (#10034)Maksim2020-09-26
* Android: fix maxAspectRatio (should be float) (#10080)Maksim2020-06-23
* Show Toast in UI thread and fix unpacking on Android 10 (#9900)Bektur2020-06-05
* Add core.open_url() to main menu API (#8592)rubenwardy2020-05-17
* Android: some java-part improvements (#9760)Maksim2020-05-04
* Android: add Android Studio support, completely redone java part (#9066)Maksim2020-04-15
_SPEED * WATER_WAVE_LENGTH) * WATER_WAVE_HEIGHT + sin ((pos2.z/WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH) / 7.0) * WATER_WAVE_HEIGHT; gl_Position = mWorldViewProj * pos2; #else gl_Position = mWorldViewProj * gl_Vertex; #endif eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz; vPosition = (mWorldViewProj * gl_Vertex).xyz; vec4 color; //color = vec4(1.0, 1.0, 1.0, 1.0); float day = gl_Color.r; float night = gl_Color.g; float light_source = gl_Color.b; /*color.r = mix(night, day, dayNightRatio); color.g = color.r; color.b = color.r;*/ float rg = mix(night, day, dayNightRatio); rg += light_source * 2.5; // Make light sources brighter float b = rg; // Moonlight is blue b += (day - night) / 13.0; rg -= (day - night) / 13.0; // Emphase blue a bit in darker places // See C++ implementation in mapblock_mesh.cpp finalColorBlend() b += max(0.0, (1.0 - abs(b - 0.13)/0.17) * 0.025); // Artificial light is yellow-ish // See C++ implementation in mapblock_mesh.cpp finalColorBlend() rg += max(0.0, (1.0 - abs(rg - 0.85)/0.15) * 0.065); color.r = clamp(rg,0.0,1.0); color.g = clamp(rg,0.0,1.0); color.b = clamp(b,0.0,1.0); color.a = gl_Color.a; gl_FrontColor = gl_BackColor = color; gl_TexCoord[0] = gl_MultiTexCoord0; }