From bf91d623c8fc1fede7b600d1b0f4be1bc6b37c44 Mon Sep 17 00:00:00 2001 From: RealBadAngel Date: Sat, 16 Aug 2014 14:02:50 +0200 Subject: [PATCH] Let lighting be done only CPU side. Remove finalColorBlend implementation from shaders. --- .../shaders/nodes_shader/opengl_vertex.glsl | 28 +------------------ .../water_surface_shader/opengl_vertex.glsl | 28 +------------------ src/mapblock_mesh.cpp | 17 +++++------ 3 files changed, 9 insertions(+), 64 deletions(-) diff --git a/client/shaders/nodes_shader/opengl_vertex.glsl b/client/shaders/nodes_shader/opengl_vertex.glsl index 28d3e8ed..36d29c1e 100644 --- a/client/shaders/nodes_shader/opengl_vertex.glsl +++ b/client/shaders/nodes_shader/opengl_vertex.glsl @@ -97,31 +97,5 @@ void main(void) eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz; tsEyeVec = eyeVec * tbnMatrix; - vec4 color; - float day = gl_Color.r; - float night = gl_Color.g; - float light_source = gl_Color.b; - - float rg = mix(night, day, dayNightRatio); - rg += light_source * 2.5; // Make light sources brighter - float b = rg; - - // Moonlight is blue - b += (day - night) / 13.0; - rg -= (day - night) / 23.0; - - // Emphase blue a bit in darker places - // See C++ implementation in mapblock_mesh.cpp finalColorBlend() - b += max(0.0, (1.0 - abs(b - 0.13)/0.17) * 0.025); - - // Artificial light is yellow-ish - // See C++ implementation in mapblock_mesh.cpp finalColorBlend() - rg += max(0.0, (1.0 - abs(rg - 0.85)/0.15) * 0.065); - - color.r = rg; - color.g = rg; - color.b = b; - - color.a = gl_Color.a; - gl_FrontColor = gl_BackColor = clamp(color,0.0,1.0); + gl_FrontColor = gl_BackColor = gl_Color; } diff --git a/client/shaders/water_surface_shader/opengl_vertex.glsl b/client/shaders/water_surface_shader/opengl_vertex.glsl index 03b682d1..36d29c1e 100644 --- a/client/shaders/water_surface_shader/opengl_vertex.glsl +++ b/client/shaders/water_surface_shader/opengl_vertex.glsl @@ -97,31 +97,5 @@ void main(void) eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz; tsEyeVec = eyeVec * tbnMatrix; - vec4 color; - float day = gl_Color.r; - float night = gl_Color.g; - float light_source = gl_Color.b; - - float rg = mix(night, day, dayNightRatio); - rg += light_source * 2.5; // Make light sources brighter - float b = rg; - - // Moonlight is blue - b += (day - night) / 13.0; - rg -= (day - night) / 13.0; - - // Emphase blue a bit in darker places - // See C++ implementation in mapblock_mesh.cpp finalColorBlend() - b += max(0.0, (1.0 - abs(b - 0.13)/0.17) * 0.025); - - // Artificial light is yellow-ish - // See C++ implementation in mapblock_mesh.cpp finalColorBlend() - rg += max(0.0, (1.0 - abs(rg - 0.85)/0.15) * 0.065); - - color.r = rg; - color.g = rg; - color.b = b; - - color.a = gl_Color.a; - gl_FrontColor = gl_BackColor = clamp(color,0.0,1.0); + gl_FrontColor = gl_BackColor = gl_Color; } diff --git a/src/mapblock_mesh.cpp b/src/mapblock_mesh.cpp index ef2c868a..ad0fcb43 100644 --- a/src/mapblock_mesh.cpp +++ b/src/mapblock_mesh.cpp @@ -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 -- 2.30.2