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Try to add a bit of topside brightness when not using shaders
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@ -32,6 +32,16 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "settings.h"
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#include "util/directiontables.h"
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float srgb_linear_multiply(float f, float m, float max)
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{
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f = f * f; // SRGB -> Linear
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f *= m;
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f = sqrt(f); // Linear -> SRGB
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if(f > max)
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f = max;
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return f;
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}
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/*
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MeshMakeData
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*/
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@ -1071,11 +1081,19 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data):
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for(u32 j = 0; j < p.vertices.size(); j++)
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{
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video::SColor &vc = p.vertices[j].Color;
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// Set initial real color and store for later updates
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u8 day = vc.getRed();
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u8 night = vc.getGreen();
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finalColorBlend(vc, day, night, 1000);
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if(day != night)
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m_daynight_diffs[i][j] = std::make_pair(day, night);
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// Brighten topside (no shaders)
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if(p.vertices[j].Normal.Y > 0.5)
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{
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vc.setRed (srgb_linear_multiply(vc.getRed(), 1.3, 255.0));
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vc.setGreen(srgb_linear_multiply(vc.getGreen(), 1.3, 255.0));
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vc.setBlue (srgb_linear_multiply(vc.getBlue(), 1.3, 255.0));
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}
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}
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}
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@ -1229,6 +1247,14 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
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u8 night = j->second.second;
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finalColorBlend(vertices[vertexIndex].Color,
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day, night, daynight_ratio);
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// Brighten topside (no shaders)
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if(vertices[vertexIndex].Normal.Y > 0.5)
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{
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video::SColor &vc = vertices[vertexIndex].Color;
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vc.setRed (srgb_linear_multiply(vc.getRed(), 1.3, 255.0));
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vc.setGreen(srgb_linear_multiply(vc.getGreen(), 1.3, 255.0));
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vc.setBlue (srgb_linear_multiply(vc.getBlue(), 1.3, 255.0));
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}
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}
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}
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m_last_daynight_ratio = daynight_ratio;
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