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author | Dmitry Kostenko <codeforsmile@gmail.com> | 2022-02-13 19:45:34 +0100 |
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committer | x2048 <codeforsmile@gmail.com> | 2022-03-07 23:45:26 +0100 |
commit | e531c596063178553060f1776898c5369468edc5 (patch) | |
tree | c6dec7f86b2b5735d3081a5b9de27a7968082340 /client/shaders/object_shader | |
parent | 8f652f4e31e865c856dd45f9f7fc43e99fcc0f1c (diff) | |
download | minetest-e531c596063178553060f1776898c5369468edc5.tar.gz minetest-e531c596063178553060f1776898c5369468edc5.tar.bz2 minetest-e531c596063178553060f1776898c5369468edc5.zip |
Ensure nightRatio is greater than zero in object shader
Diffstat (limited to 'client/shaders/object_shader')
-rw-r--r-- | client/shaders/object_shader/opengl_fragment.glsl | 2 |
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 3cbf4347a..e1d7a3574 100644 --- a/client/shaders/object_shader/opengl_fragment.glsl +++ b/client/shaders/object_shader/opengl_fragment.glsl @@ -508,7 +508,7 @@ void main(void) // turns out that nightRatio falls off much faster than // actual brightness of artificial light in relation to natual light. // Power ratio was measured on torches in MTG (brightness = 14). - float adjusted_night_ratio = pow(nightRatio, 0.6); + float adjusted_night_ratio = pow(max(0.0, nightRatio), 0.6); // cosine of the normal-to-light angle when // we start to apply self-shadowing |