forked from Mirrorlandia_minetest/minetest
Fix swapped vertex colors on GLES2
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2443f1e235
commit
69c70dd319
@ -3,5 +3,9 @@ varying lowp vec4 varColor;
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void main(void)
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{
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gl_Position = mWorldViewProj * inVertexPosition;
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#ifdef GL_ES
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varColor = inVertexColor.bgra;
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#else
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varColor = inVertexColor;
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#endif
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}
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@ -7,5 +7,9 @@ void main(void)
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{
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varTexCoord = inTexCoord0.st;
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gl_Position = mWorldViewProj * inVertexPosition;
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#ifdef GL_ES
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varColor = inVertexColor.bgra;
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#else
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varColor = inVertexColor;
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#endif
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}
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@ -146,10 +146,14 @@ void main(void)
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// the brightness, so now we have to multiply these
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// colors with the color of the incoming light.
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// The pre-baked colors are halved to prevent overflow.
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vec4 color;
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#ifdef GL_ES
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vec4 color = inVertexColor.bgra;
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#else
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vec4 color = inVertexColor;
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#endif
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// The alpha gives the ratio of sunlight in the incoming light.
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float nightRatio = 1.0 - inVertexColor.a;
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color.rgb = inVertexColor.rgb * (inVertexColor.a * dayLight.rgb +
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float nightRatio = 1.0 - color.a;
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color.rgb = color.rgb * (color.a * dayLight.rgb +
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nightRatio * artificialLight.rgb) * 2.0;
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color.a = 1.0;
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@ -49,5 +49,9 @@ void main(void)
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: directional_ambient(normalize(inVertexNormal));
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#endif
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#ifdef GL_ES
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varColor = inVertexColor.bgra;
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#else
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varColor = inVertexColor;
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#endif
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}
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@ -6,5 +6,9 @@ void main(void)
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varTexCoord = inTexCoord0.st;
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gl_Position = mWorldViewProj * inVertexPosition;
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#ifdef GL_ES
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varColor = inVertexColor.bgra;
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#else
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varColor = inVertexColor;
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#endif
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}
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