Let lighting be done only CPU side. Remove finalColorBlend implementation from shaders.

master
RealBadAngel 2014-08-16 14:02:50 +02:00
parent 0a57b5b553
commit bf91d623c8
3 changed files with 9 additions and 64 deletions

View File

@ -97,31 +97,5 @@ void main(void)
eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz; eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;
tsEyeVec = eyeVec * tbnMatrix; tsEyeVec = eyeVec * tbnMatrix;
vec4 color; gl_FrontColor = gl_BackColor = gl_Color;
float day = gl_Color.r;
float night = gl_Color.g;
float light_source = gl_Color.b;
float rg = mix(night, day, dayNightRatio);
rg += light_source * 2.5; // Make light sources brighter
float b = rg;
// Moonlight is blue
b += (day - night) / 13.0;
rg -= (day - night) / 23.0;
// Emphase blue a bit in darker places
// See C++ implementation in mapblock_mesh.cpp finalColorBlend()
b += max(0.0, (1.0 - abs(b - 0.13)/0.17) * 0.025);
// Artificial light is yellow-ish
// See C++ implementation in mapblock_mesh.cpp finalColorBlend()
rg += max(0.0, (1.0 - abs(rg - 0.85)/0.15) * 0.065);
color.r = rg;
color.g = rg;
color.b = b;
color.a = gl_Color.a;
gl_FrontColor = gl_BackColor = clamp(color,0.0,1.0);
} }

View File

@ -97,31 +97,5 @@ void main(void)
eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz; eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;
tsEyeVec = eyeVec * tbnMatrix; tsEyeVec = eyeVec * tbnMatrix;
vec4 color; gl_FrontColor = gl_BackColor = gl_Color;
float day = gl_Color.r;
float night = gl_Color.g;
float light_source = gl_Color.b;
float rg = mix(night, day, dayNightRatio);
rg += light_source * 2.5; // Make light sources brighter
float b = rg;
// Moonlight is blue
b += (day - night) / 13.0;
rg -= (day - night) / 13.0;
// Emphase blue a bit in darker places
// See C++ implementation in mapblock_mesh.cpp finalColorBlend()
b += max(0.0, (1.0 - abs(b - 0.13)/0.17) * 0.025);
// Artificial light is yellow-ish
// See C++ implementation in mapblock_mesh.cpp finalColorBlend()
rg += max(0.0, (1.0 - abs(rg - 0.85)/0.15) * 0.065);
color.r = rg;
color.g = rg;
color.b = b;
color.a = gl_Color.a;
gl_FrontColor = gl_BackColor = clamp(color,0.0,1.0);
} }

View File

@ -1158,16 +1158,13 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
applyFacesShading (vc, 0.836660); applyFacesShading (vc, 0.836660);
} }
} }
if(!enable_shaders) // - Classic lighting
{ // Set initial real color and store for later updates
// - Classic lighting (shaders handle this by themselves) u8 day = vc.getRed();
// Set initial real color and store for later updates u8 night = vc.getGreen();
u8 day = vc.getRed(); finalColorBlend(vc, day, night, 1000);
u8 night = vc.getGreen(); if(day != night)
finalColorBlend(vc, day, night, 1000); m_daynight_diffs[i][j] = std::make_pair(day, night);
if(day != night)
m_daynight_diffs[i][j] = std::make_pair(day, night);
}
} }
// Create material // Create material