diff --git a/resources/shaders/game.v.glsl b/resources/shaders/game.v.glsl index 7cbf8fe6..44703ab1 100644 --- a/resources/shaders/game.v.glsl +++ b/resources/shaders/game.v.glsl @@ -48,7 +48,7 @@ void main() { v_texCoord = texCoord; v_lightValue = lightValue; - if (ambientOcclusion != 5) { + if (ambientOcclusion != 4) { const float aovalues[] = float[](0.4, 0.6, 0.8, 1.0); v_ambientOcclusion = aovalues[int(ambientOcclusion)]; } else { diff --git a/source/client/core/Vertex.hpp b/source/client/core/Vertex.hpp index f57dd050..6d0fda35 100644 --- a/source/client/core/Vertex.hpp +++ b/source/client/core/Vertex.hpp @@ -35,7 +35,7 @@ struct Vertex { GLfloat color[4] = {0, 0, 0, 1}; GLfloat normal[3] = {0, 0, 0}; GLfloat lightValue[2] = {-1, -1}; - GLfloat ambientOcclusion = 5; + GLfloat ambientOcclusion = 4; }; #endif // VERTEX_HPP_ diff --git a/source/client/world/ChunkMeshBuilder.cpp b/source/client/world/ChunkMeshBuilder.cpp index 9885f421..4866b955 100644 --- a/source/client/world/ChunkMeshBuilder.cpp +++ b/source/client/world/ChunkMeshBuilder.cpp @@ -283,7 +283,7 @@ inline void ChunkMeshBuilder::addCubeFace(s8f x, s8f y, s8f z, s8f f, ChunkMeshB auto addVertex = [&](u8 v) { if (Config::ambientOcclusion != 1 || blockState.isLightSource()) - vertices[v].ambientOcclusion = 5; + vertices[v].ambientOcclusion = 4; if (blockState.drawType() == BlockDrawType::Liquid) job.vertices[ChunkMeshLayer::Liquid].emplace_back(vertices[v]); @@ -369,7 +369,7 @@ inline void ChunkMeshBuilder::addCross(s8f x, s8f y, s8f z, ChunkMeshBuildingJob vertices[v].lightValue[0] = job.chunkData.getSunlight(x, y, z); vertices[v].lightValue[1] = job.chunkData.getTorchlight(x, y, z); - vertices[v].ambientOcclusion = 5; + vertices[v].ambientOcclusion = 4; } job.vertices[ChunkMeshLayer::Flora].emplace_back(vertices[0]);