[basic.f.glsl] Small tweaks on InventoryCube shading.
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@ -152,8 +152,8 @@ void InventoryCube::draw(gk::RenderTarget &target, gk::RenderStates states) cons
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states.texture = &m_textureAtlas.texture();
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states.texture = &m_textureAtlas.texture();
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states.vertexAttributes = gk::VertexAttribute::Only2d;
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states.vertexAttributes = gk::VertexAttribute::Only2d;
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glCheck(glDisable(GL_CULL_FACE));
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glCheck(glEnable(GL_CULL_FACE));
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glCheck(glDisable(GL_DEPTH_TEST));
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glCheck(glEnable(GL_DEPTH_TEST));
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target.draw(m_vbo, GL_QUADS, 4 * BlockFace::Top, 4, states);
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target.draw(m_vbo, GL_QUADS, 4 * BlockFace::Top, 4, states);
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// target.draw(m_vbo, GL_QUADS, 4 * 1, 4, states);
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// target.draw(m_vbo, GL_QUADS, 4 * 1, 4, states);
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@ -161,8 +161,4 @@ void InventoryCube::draw(gk::RenderTarget &target, gk::RenderStates states) cons
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// target.draw(m_vbo, GL_QUADS, 4 * 3, 4, states);
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// target.draw(m_vbo, GL_QUADS, 4 * 3, 4, states);
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target.draw(m_vbo, GL_QUADS, 4 * BlockFace::North, 4, states);
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target.draw(m_vbo, GL_QUADS, 4 * BlockFace::North, 4, states);
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// target.draw(m_vbo, GL_QUADS, 4 * 5, 4, states);
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// target.draw(m_vbo, GL_QUADS, 4 * 5, 4, states);
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glCheck(glEnable(GL_DEPTH_TEST));
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glCheck(glEnable(GL_CULL_FACE));
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}
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}
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@ -29,12 +29,12 @@ void main() {
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if (v_faceValue == 2) {
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if (v_faceValue == 2) {
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// color -= vec4(0.25, 0.25, 0.25, 0.0);
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// color -= vec4(0.25, 0.25, 0.25, 0.0);
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color /= 2;
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color.rgb /= 2.3;
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color.a = v_color.a;
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color.a = v_color.a;
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}
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}
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else if (v_faceValue == 4) {
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else if (v_faceValue == 4) {
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// color -= vec4(0.15, 0.15, 0.15, 0.0);
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// color -= vec4(0.15, 0.15, 0.15, 0.0);
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color /= 1.5;
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color.rgb /= 1.6;
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color.a = v_color.a;
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color.a = v_color.a;
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}
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}
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