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Diffstat (limited to 'client/shaders/test_shader_2/opengl_vertex.glsl')
-rw-r--r--client/shaders/test_shader_2/opengl_vertex.glsl51
1 files changed, 0 insertions, 51 deletions
diff --git a/client/shaders/test_shader_2/opengl_vertex.glsl b/client/shaders/test_shader_2/opengl_vertex.glsl
deleted file mode 100644
index 2881bad21..000000000
--- a/client/shaders/test_shader_2/opengl_vertex.glsl
+++ /dev/null
@@ -1,51 +0,0 @@
-
-uniform mat4 mWorldViewProj;
-uniform mat4 mInvWorld;
-uniform mat4 mTransWorld;
-uniform float dayNightRatio;
-
-varying vec3 vPosition;
-
-void main(void)
-{
- gl_Position = mWorldViewProj * gl_Vertex;
-
- vPosition = (mWorldViewProj * gl_Vertex).xyz;
-
- vec4 color;
- //color = vec4(1.0, 1.0, 1.0, 1.0);
-
- float day = gl_Color.r;
- float night = gl_Color.g;
- float light_source = gl_Color.b;
-
- /*color.r = mix(night, day, dayNightRatio);
- color.g = color.r;
- color.b = color.r;*/
-
- float rg = mix(night, day, dayNightRatio);
- rg += light_source * 1.0; // 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 = color;
-
- gl_TexCoord[0] = gl_MultiTexCoord0;
-}