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-rw-r--r--client/shaders/nodes_shader/opengl_vertex.glsl14
-rw-r--r--client/shaders/water_surface_shader/opengl_vertex.glsl14
2 files changed, 0 insertions, 28 deletions
diff --git a/client/shaders/nodes_shader/opengl_vertex.glsl b/client/shaders/nodes_shader/opengl_vertex.glsl
index 88e489e6c..03b682d1b 100644
--- a/client/shaders/nodes_shader/opengl_vertex.glsl
+++ b/client/shaders/nodes_shader/opengl_vertex.glsl
@@ -63,35 +63,28 @@ void main(void)
vec3 normal, tangent, binormal;
normal = normalize(gl_NormalMatrix * gl_Normal);
- float tileContrast = 1.0;
if (gl_Normal.x > 0.5) {
// 1.0, 0.0, 0.0
- tileContrast = 0.8;
tangent = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, -1.0));
binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
} else if (gl_Normal.x < -0.5) {
// -1.0, 0.0, 0.0
- tileContrast = 0.8;
tangent = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0));
binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
} else if (gl_Normal.y > 0.5) {
// 0.0, 1.0, 0.0
- tileContrast = 1.2;
tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0));
binormal = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0));
} else if (gl_Normal.y < -0.5) {
// 0.0, -1.0, 0.0
- tileContrast = 0.3;
tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0));
binormal = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0));
} else if (gl_Normal.z > 0.5) {
// 0.0, 0.0, 1.0
- tileContrast = 0.5;
tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0));
binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
} else if (gl_Normal.z < -0.5) {
// 0.0, 0.0, -1.0
- tileContrast = 0.5;
tangent = normalize(gl_NormalMatrix * vec3(-1.0, 0.0, 0.0));
binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
}
@@ -129,13 +122,6 @@ void main(void)
color.g = rg;
color.b = b;
-#if !(MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE)
- // Make sides and bottom darker than the top
- color = color * color; // SRGB -> Linear
- color *= tileContrast;
- color = sqrt(color); // Linear -> SRGB
-#endif
-
color.a = gl_Color.a;
gl_FrontColor = gl_BackColor = clamp(color,0.0,1.0);
}
diff --git a/client/shaders/water_surface_shader/opengl_vertex.glsl b/client/shaders/water_surface_shader/opengl_vertex.glsl
index 88e489e6c..03b682d1b 100644
--- a/client/shaders/water_surface_shader/opengl_vertex.glsl
+++ b/client/shaders/water_surface_shader/opengl_vertex.glsl
@@ -63,35 +63,28 @@ void main(void)
vec3 normal, tangent, binormal;
normal = normalize(gl_NormalMatrix * gl_Normal);
- float tileContrast = 1.0;
if (gl_Normal.x > 0.5) {
// 1.0, 0.0, 0.0
- tileContrast = 0.8;
tangent = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, -1.0));
binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
} else if (gl_Normal.x < -0.5) {
// -1.0, 0.0, 0.0
- tileContrast = 0.8;
tangent = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0));
binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
} else if (gl_Normal.y > 0.5) {
// 0.0, 1.0, 0.0
- tileContrast = 1.2;
tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0));
binormal = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0));
} else if (gl_Normal.y < -0.5) {
// 0.0, -1.0, 0.0
- tileContrast = 0.3;
tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0));
binormal = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0));
} else if (gl_Normal.z > 0.5) {
// 0.0, 0.0, 1.0
- tileContrast = 0.5;
tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0));
binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
} else if (gl_Normal.z < -0.5) {
// 0.0, 0.0, -1.0
- tileContrast = 0.5;
tangent = normalize(gl_NormalMatrix * vec3(-1.0, 0.0, 0.0));
binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
}
@@ -129,13 +122,6 @@ void main(void)
color.g = rg;
color.b = b;
-#if !(MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE)
- // Make sides and bottom darker than the top
- color = color * color; // SRGB -> Linear
- color *= tileContrast;
- color = sqrt(color); // Linear -> SRGB
-#endif
-
color.a = gl_Color.a;
gl_FrontColor = gl_BackColor = clamp(color,0.0,1.0);
}