From a0f78659f31abdce973bc6641b5b5a58f2ba9afc Mon Sep 17 00:00:00 2001 From: RealBadAngel Date: Mon, 16 Jun 2014 18:51:01 +0200 Subject: Improved faces shading with and without shaders. --- client/shaders/nodes_shader/opengl_fragment.glsl | 12 ------------ 1 file changed, 12 deletions(-) (limited to 'client/shaders/nodes_shader/opengl_fragment.glsl') diff --git a/client/shaders/nodes_shader/opengl_fragment.glsl b/client/shaders/nodes_shader/opengl_fragment.glsl index 351faf81b..2a1cbc568 100644 --- a/client/shaders/nodes_shader/opengl_fragment.glsl +++ b/client/shaders/nodes_shader/opengl_fragment.glsl @@ -99,12 +99,6 @@ vec4 base = texture2D(baseTexture, uv).rgba; float alpha = gl_Color.a; vec4 col = vec4(color.rgb, alpha); col *= gl_Color; - col = col * col; // SRGB -> Linear - col *= 1.8; - col.r = 1.0 - exp(1.0 - col.r) / e; - col.g = 1.0 - exp(1.0 - col.g) / e; - col.b = 1.0 - exp(1.0 - col.b) / e; - col = sqrt(col); // Linear -> SRGB if(fogDistance != 0.0){ float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0)); alpha = mix(alpha, 0.0, d); @@ -113,12 +107,6 @@ vec4 base = texture2D(baseTexture, uv).rgba; #else vec4 col = vec4(color.rgb, base.a); col *= gl_Color; - col = col * col; // SRGB -> Linear - col *= 1.8; - col.r = 1.0 - exp(1.0 - col.r) / e; - col.g = 1.0 - exp(1.0 - col.g) / e; - col.b = 1.0 - exp(1.0 - col.b) / e; - col = sqrt(col); // Linear -> SRGB if(fogDistance != 0.0){ float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0)); col = mix(col, skyBgColor, d); -- cgit v1.2.3