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authorDmitry Kostenko <codeforsmile@gmail.com>2021-11-04 03:03:10 +0100
committerx2048 <codeforsmile@gmail.com>2022-03-07 23:45:26 +0100
commit54dccc480eb03adcf219a7add58f547284f40f76 (patch)
tree53ca69960e1d4bd2facc35368094106b49b56053 /client/shaders/object_shader/opengl_fragment.glsl
parentf2cccf8da72c39299c8e7ba6ad8f782a7d61b883 (diff)
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Improve lighting of entities.
Pass correct natural & artificial light to the shaders Use natural/artificial light ratio for correct rendering of shadows
Diffstat (limited to 'client/shaders/object_shader/opengl_fragment.glsl')
-rw-r--r--client/shaders/object_shader/opengl_fragment.glsl2
1 files changed, 1 insertions, 1 deletions
diff --git a/client/shaders/object_shader/opengl_fragment.glsl b/client/shaders/object_shader/opengl_fragment.glsl
index 674b6a739..0dcbbd321 100644
--- a/client/shaders/object_shader/opengl_fragment.glsl
+++ b/client/shaders/object_shader/opengl_fragment.glsl
@@ -471,7 +471,7 @@ void main(void)
color = base.rgb;
vec4 col = vec4(color.rgb, base.a);
col.rgb *= varColor.rgb;
- col.rgb *= emissiveColor.rgb * vIDiff;
+ col.rgb *= vIDiff;
#ifdef ENABLE_DYNAMIC_SHADOWS
float shadow_int = 0.0;