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path: root/fonts/mono_dejavu_sans_26.xml
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* Implement proper font handlingsapier2014-11-30
rmal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0)); } mat3 tbnMatrix = mat3(tangent.x, binormal.x, normal.x, tangent.y, binormal.y, normal.y, tangent.z, binormal.z, normal.z); lightVec = sunPosition - worldPosition; tsLightVec = lightVec * tbnMatrix; eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz; tsEyeVec = eyeVec * tbnMatrix; vec4 color; float day = gl_Color.r; float night = gl_Color.g; float light_source = gl_Color.b; 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) / 23.0; // 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 = rg; color.g = rg; color.b = b; color.a = gl_Color.a; gl_FrontColor = gl_BackColor = clamp(color,0.0,1.0); }