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-rw-r--r--client/shaders/nodes_shader/opengl_vertex.glsl28
-rw-r--r--client/shaders/water_surface_shader/opengl_vertex.glsl28
-rw-r--r--src/mapblock_mesh.cpp17
3 files changed, 9 insertions, 64 deletions
diff --git a/client/shaders/nodes_shader/opengl_vertex.glsl b/client/shaders/nodes_shader/opengl_vertex.glsl
index 28d3e8ed8..36d29c1e5 100644
--- a/client/shaders/nodes_shader/opengl_vertex.glsl
+++ b/client/shaders/nodes_shader/opengl_vertex.glsl
@@ -97,31 +97,5 @@ void main(void)
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);
+ gl_FrontColor = gl_BackColor = gl_Color;
}
diff --git a/client/shaders/water_surface_shader/opengl_vertex.glsl b/client/shaders/water_surface_shader/opengl_vertex.glsl
index 03b682d1b..36d29c1e5 100644
--- a/client/shaders/water_surface_shader/opengl_vertex.glsl
+++ b/client/shaders/water_surface_shader/opengl_vertex.glsl
@@ -97,31 +97,5 @@ void main(void)
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) / 13.0;
-
- // 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);
+ gl_FrontColor = gl_BackColor = gl_Color;
}
diff --git a/src/mapblock_mesh.cpp b/src/mapblock_mesh.cpp
index ef2c868a0..ad0fcb436 100644
--- a/src/mapblock_mesh.cpp
+++ b/src/mapblock_mesh.cpp
@@ -1158,16 +1158,13 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
applyFacesShading (vc, 0.836660);
}
}
- if(!enable_shaders)
- {
- // - Classic lighting (shaders handle this by themselves)
- // Set initial real color and store for later updates
- u8 day = vc.getRed();
- u8 night = vc.getGreen();
- finalColorBlend(vc, day, night, 1000);
- if(day != night)
- m_daynight_diffs[i][j] = std::make_pair(day, night);
- }
+ // - Classic lighting
+ // Set initial real color and store for later updates
+ u8 day = vc.getRed();
+ u8 night = vc.getGreen();
+ finalColorBlend(vc, day, night, 1000);
+ if(day != night)
+ m_daynight_diffs[i][j] = std::make_pair(day, night);
}
// Create material