Return star color calculation to what it previously was

This commit is contained in:
sfan5 2020-11-26 22:17:11 +01:00
parent 8689e00fca
commit 868749b4f8

@ -698,7 +698,7 @@ void Sky::draw_stars(video::IVideoDriver * driver, float wicked_time_of_day)
float tod = wicked_time_of_day < 0.5f ? wicked_time_of_day : (1.0f - wicked_time_of_day);
float starbrightness = (0.25f - fabsf(tod)) * 20.0f;
m_star_color = m_star_params.starcolor;
m_star_color.a = clamp(starbrightness * m_star_color.a, 0.0f, 1.0f);
m_star_color.a *= clamp(starbrightness, 0.0f, 1.0f);
if (m_star_color.a <= 0.0f) // Stars are only drawn when not fully transparent
return;
m_materials[0].DiffuseColor = m_materials[0].EmissiveColor = m_star_color.toSColor();