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Let lighting be done only CPU side. Remove finalColorBlend implementation from shaders.
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commit
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3 changed files with 9 additions and 64 deletions
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@ -1158,16 +1158,13 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
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applyFacesShading (vc, 0.836660);
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}
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}
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if(!enable_shaders)
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{
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// - Classic lighting (shaders handle this by themselves)
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// Set initial real color and store for later updates
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u8 day = vc.getRed();
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u8 night = vc.getGreen();
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finalColorBlend(vc, day, night, 1000);
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if(day != night)
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m_daynight_diffs[i][j] = std::make_pair(day, night);
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}
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// - Classic lighting
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// Set initial real color and store for later updates
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u8 day = vc.getRed();
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u8 night = vc.getGreen();
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finalColorBlend(vc, day, night, 1000);
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if(day != night)
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m_daynight_diffs[i][j] = std::make_pair(day, night);
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}
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// Create material
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