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

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

View file

@ -1158,16 +1158,13 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
applyFacesShading (vc, 0.836660);
}
}
if(!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);
}
// - Classic lighting
// 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