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author | Dmitry Kostenko <codeforsmile@gmail.com> | 2022-02-13 19:59:53 +0100 |
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committer | x2048 <codeforsmile@gmail.com> | 2022-03-07 23:45:26 +0100 |
commit | 12896b22d8e30689c57ef17c23ec3165abaa7de7 (patch) | |
tree | fd7107c2fead0b027792e8eb72e224fb05f24aa3 | |
parent | e531c596063178553060f1776898c5369468edc5 (diff) | |
download | minetest-12896b22d8e30689c57ef17c23ec3165abaa7de7.tar.gz minetest-12896b22d8e30689c57ef17c23ec3165abaa7de7.tar.bz2 minetest-12896b22d8e30689c57ef17c23ec3165abaa7de7.zip |
Remove debugging code
-rw-r--r-- | client/shaders/nodes_shader/opengl_fragment.glsl | 2 | ||||
-rw-r--r-- | client/shaders/object_shader/opengl_fragment.glsl | 2 |
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 |