[Vertex] Default AO value is now 4.
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@ -48,7 +48,7 @@ void main() {
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v_texCoord = texCoord;
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v_lightValue = lightValue;
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if (ambientOcclusion != 5) {
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if (ambientOcclusion != 4) {
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const float aovalues[] = float[](0.4, 0.6, 0.8, 1.0);
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v_ambientOcclusion = aovalues[int(ambientOcclusion)];
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} else {
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@ -35,7 +35,7 @@ struct Vertex {
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GLfloat color[4] = {0, 0, 0, 1};
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GLfloat normal[3] = {0, 0, 0};
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GLfloat lightValue[2] = {-1, -1};
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GLfloat ambientOcclusion = 5;
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GLfloat ambientOcclusion = 4;
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};
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#endif // VERTEX_HPP_
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@ -283,7 +283,7 @@ inline void ChunkMeshBuilder::addCubeFace(s8f x, s8f y, s8f z, s8f f, ChunkMeshB
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auto addVertex = [&](u8 v) {
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if (Config::ambientOcclusion != 1 || blockState.isLightSource())
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vertices[v].ambientOcclusion = 5;
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vertices[v].ambientOcclusion = 4;
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if (blockState.drawType() == BlockDrawType::Liquid)
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job.vertices[ChunkMeshLayer::Liquid].emplace_back(vertices[v]);
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@ -369,7 +369,7 @@ inline void ChunkMeshBuilder::addCross(s8f x, s8f y, s8f z, ChunkMeshBuildingJob
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vertices[v].lightValue[0] = job.chunkData.getSunlight(x, y, z);
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vertices[v].lightValue[1] = job.chunkData.getTorchlight(x, y, z);
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vertices[v].ambientOcclusion = 5;
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vertices[v].ambientOcclusion = 4;
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}
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job.vertices[ChunkMeshLayer::Flora].emplace_back(vertices[0]);
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