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Restore finalColorBlend implementation in shaders.

This commit is contained in:
RealBadAngel 2014-12-06 22:13:31 +01:00
parent 500f691426
commit 535c473103
3 changed files with 69 additions and 13 deletions

View file

@ -1162,12 +1162,16 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
applyFacesShading (vc, 0.836660);
}
}
// - Classic lighting
// Set initial real color and store for later updates
u8 day = vc.getRed();
u8 night = vc.getGreen();
finalColorBlend(vc, day, night, 1000);
m_daynight_diffs[i][j] = std::make_pair(day, night);
if(!m_enable_shaders)
{
// - Classic lighting (shaders handle this by themselves)
// Set initial real color and store for later updates
u8 day = vc.getRed();
u8 night = vc.getGreen();
finalColorBlend(vc, day, night, 1000);
if(day != night)
m_daynight_diffs[i][j] = std::make_pair(day, night);
}
}
// Create material
@ -1331,7 +1335,7 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
}
// Day-night transition
if(daynight_ratio != m_last_daynight_ratio)
if(!m_enable_shaders && (daynight_ratio != m_last_daynight_ratio))
{
for(std::map<u32, std::map<u32, std::pair<u8, u8> > >::iterator
i = m_daynight_diffs.begin();