diff --git a/src/graphics/render/BlocksRenderer.cpp b/src/graphics/render/BlocksRenderer.cpp index 10e24fad..83086975 100644 --- a/src/graphics/render/BlocksRenderer.cpp +++ b/src/graphics/render/BlocksRenderer.cpp @@ -9,8 +9,8 @@ #include "lighting/Lightmap.hpp" #include "frontend/ContentGfxCache.hpp" -const glm::vec3 BlocksRenderer::SUN_VECTOR (0.2275f,0.9388f,-0.1005f); - +const glm::vec3 BlocksRenderer::SUN_VECTOR(0.528265f, 0.833149f, -0.163704f); +const float DIRECTIONAL_LIGHT_FACTOR = 0.3f; BlocksRenderer::BlocksRenderer( size_t capacity, @@ -122,7 +122,7 @@ void BlocksRenderer::faceAO( float s = 0.5f; if (lights) { float d = glm::dot(glm::normalize(Z), SUN_VECTOR); - d = 0.7f + d * 0.3f; + d = (1.0f - DIRECTIONAL_LIGHT_FACTOR) + d * DIRECTIONAL_LIGHT_FACTOR; auto axisX = glm::normalize(X); auto axisY = glm::normalize(Y); @@ -160,7 +160,7 @@ void BlocksRenderer::face( float s = 0.5f; if (lights) { float d = glm::dot(glm::normalize(Z), SUN_VECTOR); - d = 0.7f + d * 0.3f; + d = (1.0f - DIRECTIONAL_LIGHT_FACTOR) + d * DIRECTIONAL_LIGHT_FACTOR; tint *= d; } vertex(coord + (-X - Y + Z) * s, region.u1, region.v1, tint); @@ -313,7 +313,7 @@ void BlocksRenderer::blockCustomModel( } float d = glm::dot(n, SUN_VECTOR); - d = 0.7f + d * 0.3f; + d = (1.0f - DIRECTIONAL_LIGHT_FACTOR) + d * DIRECTIONAL_LIGHT_FACTOR; glm::vec3 t = glm::cross(r, n); for (int i = 0; i < 3; i++) {