forked from Mirrorlandia_minetest/minetest
master #6
@ -78,6 +78,7 @@ vec4 applyToneMapping(vec4 color)
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color.rgb *= whiteScale;
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return vec4(pow(color.rgb, vec3(1.0 / gamma)), color.a);
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}
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#endif
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vec3 applySaturation(vec3 color, float factor)
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{
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@ -86,7 +87,6 @@ vec3 applySaturation(vec3 color, float factor)
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float brightness = dot(color, vec3(0.2125, 0.7154, 0.0721));
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return mix(vec3(brightness), color, factor);
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}
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#endif
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#ifdef ENABLE_DITHERING
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// From http://alex.vlachos.com/graphics/Alex_Vlachos_Advanced_VR_Rendering_GDC2015.pdf
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@ -144,8 +144,9 @@ void main(void)
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{
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#if ENABLE_TONE_MAPPING
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color = applyToneMapping(color);
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color.rgb = applySaturation(color.rgb, saturation);
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#endif
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color.rgb = applySaturation(color.rgb, saturation);
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}
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#ifdef ENABLE_DITHERING
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@ -8028,9 +8028,8 @@ child will follow movement and rotation of that bone.
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* Passing no arguments resets lighting to its default values.
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* `light_definition` is a table with the following optional fields:
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* `saturation` sets the saturation (vividness; default: `1.0`).
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values > 1 increase the saturation
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values in [0,1) decrease the saturation
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* This value has no effect on clients who have the "Tone Mapping" shader disabled.
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* values > 1 increase the saturation
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* values in [0,1] decrease the saturation
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* `shadows` is a table that controls ambient shadows
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* `intensity` sets the intensity of the shadows from 0 (no shadows, default) to 1 (blackness)
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* This value has no effect on clients who have the "Dynamic Shadows" shader disabled.
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