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Restore finalColorBlend implementation in shaders.
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@ -49,8 +49,8 @@ void main(void)
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vec4 pos = gl_Vertex;
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vec4 pos2 = mWorld * gl_Vertex;
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if (gl_TexCoord[0].y < 0.05) {
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pos.x += (smoothTriangleWave(animationTimer * 20.0 + pos2.x * 0.1 + pos2.z * 0.1) * 2.0 - 1.0) * 0.8;
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pos.y -= (smoothTriangleWave(animationTimer * 10.0 + pos2.x * -0.5 + pos2.z * -0.5) * 2.0 - 1.0) * 0.4;
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pos.x += (smoothTriangleWave(animationTimer * 20.0 + pos2.x * 0.1 + pos2.z * 0.1) * 2.0 - 1.0) * 0.8;
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pos.y -= (smoothTriangleWave(animationTimer * 10.0 + pos2.x * -0.5 + pos2.z * -0.5) * 2.0 - 1.0) * 0.4;
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}
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gl_Position = mWorldViewProj * pos;
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#else
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@ -97,5 +97,31 @@ void main(void)
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eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;
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tsEyeVec = eyeVec * tbnMatrix;
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gl_FrontColor = gl_BackColor = gl_Color;
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vec4 color;
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float day = gl_Color.r;
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float night = gl_Color.g;
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float light_source = gl_Color.b;
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float rg = mix(night, day, dayNightRatio);
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rg += light_source * 2.5; // Make light sources brighter
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float b = rg;
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// Moonlight is blue
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b += (day - night) / 13.0;
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rg -= (day - night) / 23.0;
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// Emphase blue a bit in darker places
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// See C++ implementation in mapblock_mesh.cpp finalColorBlend()
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b += max(0.0, (1.0 - abs(b - 0.13)/0.17) * 0.025);
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// Artificial light is yellow-ish
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// See C++ implementation in mapblock_mesh.cpp finalColorBlend()
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rg += max(0.0, (1.0 - abs(rg - 0.85)/0.15) * 0.065);
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color.r = rg;
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color.g = rg;
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color.b = b;
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color.a = gl_Color.a;
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gl_FrontColor = gl_BackColor = clamp(color,0.0,1.0);
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}
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@ -49,8 +49,8 @@ void main(void)
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vec4 pos = gl_Vertex;
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vec4 pos2 = mWorld * gl_Vertex;
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if (gl_TexCoord[0].y < 0.05) {
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pos.x += (smoothTriangleWave(animationTimer * 20.0 + pos2.x * 0.1 + pos2.z * 0.1) * 2.0 - 1.0) * 0.8;
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pos.y -= (smoothTriangleWave(animationTimer * 10.0 + pos2.x * -0.5 + pos2.z * -0.5) * 2.0 - 1.0) * 0.4;
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pos.x += (smoothTriangleWave(animationTimer * 20.0 + pos2.x * 0.1 + pos2.z * 0.1) * 2.0 - 1.0) * 0.8;
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pos.y -= (smoothTriangleWave(animationTimer * 10.0 + pos2.x * -0.5 + pos2.z * -0.5) * 2.0 - 1.0) * 0.4;
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}
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gl_Position = mWorldViewProj * pos;
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#else
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@ -97,5 +97,31 @@ void main(void)
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eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;
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tsEyeVec = eyeVec * tbnMatrix;
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gl_FrontColor = gl_BackColor = gl_Color;
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vec4 color;
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float day = gl_Color.r;
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float night = gl_Color.g;
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float light_source = gl_Color.b;
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float rg = mix(night, day, dayNightRatio);
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rg += light_source * 2.5; // Make light sources brighter
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float b = rg;
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// Moonlight is blue
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b += (day - night) / 13.0;
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rg -= (day - night) / 23.0;
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// Emphase blue a bit in darker places
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// See C++ implementation in mapblock_mesh.cpp finalColorBlend()
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b += max(0.0, (1.0 - abs(b - 0.13)/0.17) * 0.025);
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// Artificial light is yellow-ish
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// See C++ implementation in mapblock_mesh.cpp finalColorBlend()
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rg += max(0.0, (1.0 - abs(rg - 0.85)/0.15) * 0.065);
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color.r = rg;
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color.g = rg;
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color.b = b;
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color.a = gl_Color.a;
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gl_FrontColor = gl_BackColor = clamp(color,0.0,1.0);
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}
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@ -1162,12 +1162,16 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
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applyFacesShading (vc, 0.836660);
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}
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}
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// - Classic lighting
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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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m_daynight_diffs[i][j] = std::make_pair(day, night);
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if(!m_enable_shaders)
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{
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// - Classic lighting (shaders handle this by themselves)
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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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}
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}
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// Create material
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@ -1331,7 +1335,7 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
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}
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// Day-night transition
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if(daynight_ratio != m_last_daynight_ratio)
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if(!m_enable_shaders && (daynight_ratio != m_last_daynight_ratio))
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{
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for(std::map<u32, std::map<u32, std::pair<u8, u8> > >::iterator
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i = m_daynight_diffs.begin();
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