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Don't whiten mapblocks and entities if the ambient light color is grayscale
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17a75185e1
commit
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@ -380,7 +380,8 @@ void main(void)
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color = base.rgb;
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vec4 col = vec4(color.rgb * varColor.rgb, 1.0);
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col.rgb += ambientLight * ambientColor.rgb;
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if (!(ambientColor.r == ambientColor.g && ambientColor.r == ambientColor.b))
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col.rgb += ambientLight * ambientColor.rgb;
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#ifdef ENABLE_DYNAMIC_SHADOWS
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if (f_shadow_strength > 0.0) {
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@ -382,7 +382,8 @@ void main(void)
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color = base.rgb;
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vec4 col = vec4(color.rgb * varColor.rgb, 1.0);
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col.rgb += ambientLight * ambientColor.rgb;
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if (!(ambientColor.r == ambientColor.g && ambientColor.r == ambientColor.b))
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col.rgb += ambientLight * ambientColor.rgb;
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col.rgb *= vIDiff;
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#ifdef ENABLE_DYNAMIC_SHADOWS
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@ -262,7 +262,7 @@ void ClientEnvironment::step(float dtime)
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u16 light = getInteriorLight(node_at_lplayer, 0, m_client->ndef());
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lplayer->light_color = encode_light(light, 0,
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m_client->getEnv().getLocalPlayer()->getLighting().ambient_light.luminance); // this transfers light.alpha
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lplayer->getLighting().ambient_light.luminance); // this transfers light.alpha
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final_color_blend(&lplayer->light_color, light, day_night_ratio);
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}
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@ -908,7 +908,7 @@ void GenericCAO::updateLight(u32 day_night_ratio)
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// based on the entity glow.
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if (m_enable_shaders)
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light = encode_light(light_at_pos, m_prop.glow,
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m_client->getEnv().getLocalPlayer()->getLighting().ambient_light.luminance);
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m_env->getLocalPlayer()->getLighting().ambient_light.luminance);
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else
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final_color_blend(&light, light_at_pos, day_night_ratio);
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