diff --git a/client/shaders/nodes_shader/opengl_fragment.glsl b/client/shaders/nodes_shader/opengl_fragment.glsl index ee75c335d..1730b41ac 100644 --- a/client/shaders/nodes_shader/opengl_fragment.glsl +++ b/client/shaders/nodes_shader/opengl_fragment.glsl @@ -53,7 +53,6 @@ centroid varying vec2 varTexCoord; centroid varying float nightRatio; #endif varying highp vec3 eyeVec; -varying float nightRatio; varying float nightFactor; #ifdef ENABLE_DYNAMIC_SHADOWS @@ -561,10 +560,6 @@ void main(void) #endif } #endif - - // We clip the color if it gets too bright - col *= min(2.0 / base.a / max(col.r, max(col.g, col.b)), 1.0); - // Due to a bug in some (older ?) graphics stacks (possibly in the glsl compiler ?), // the fog will only be rendered correctly if the last operation before the // clamp() is an addition. Else, the clamp() seems to be ignored. diff --git a/client/shaders/nodes_shader/opengl_vertex.glsl b/client/shaders/nodes_shader/opengl_vertex.glsl index a0a00c646..757d6a4f4 100644 --- a/client/shaders/nodes_shader/opengl_vertex.glsl +++ b/client/shaders/nodes_shader/opengl_vertex.glsl @@ -47,7 +47,6 @@ centroid varying float nightRatio; varying float area_enable_parallax; varying highp vec3 eyeVec; -varying float nightRatio; varying vec3 sunTint; varying float nightFactor;