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Handle day-night transition in shader and make light sources brighter when shaders are used

This commit is contained in:
Perttu Ahola 2012-12-02 14:24:58 +02:00
parent 566f7f638a
commit cd1f604ffe
7 changed files with 132 additions and 50 deletions

View file

@ -30,6 +30,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "tile.h"
#endif
#include "log.h"
#include "main.h" // g_settings
#include "settings.h"
#include "util/serialize.h"
#include "util/container.h"
#include "util/thread.h"
@ -356,7 +358,10 @@ public:
scene::IMesh *node_mesh = mapblock_mesh.getMesh();
assert(node_mesh);
setMeshColor(node_mesh, video::SColor(255, 255, 255, 255));
video::SColor c(255, 255, 255, 255);
if(g_settings->getS32("enable_shaders") != 0)
c = MapBlock_LightColor(255, 0xffff, decode_light(f.light_source));
setMeshColor(node_mesh, c);
/*
Scale and translate the mesh so it's a unit cube