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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

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@ -160,9 +160,10 @@ struct MeshCollector
// alpha in the A channel of the returned SColor
// day light (0-255) in the R channel of the returned SColor
// night light (0-255) in the G channel of the returned SColor
inline video::SColor MapBlock_LightColor(u8 alpha, u16 light)
// light source (0-255) in the B channel of the returned SColor
inline video::SColor MapBlock_LightColor(u8 alpha, u16 light, u8 light_source=0)
{
return video::SColor(alpha, (light & 0xff), (light >> 8), 0);
return video::SColor(alpha, (light & 0xff), (light >> 8), light_source);
}
// Compute light at node