improve lights
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2e9b6e16a4
commit
fdeec22515
@ -51,7 +51,9 @@ void main() {
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mat4 viewmodel = u_view * u_model;
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mat4 viewmodel = u_view * u_model;
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a_distance = length(viewmodel * vec4(pos3d, 0.0));
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a_distance = length(viewmodel * vec4(pos3d, 0.0));
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#ifndef ADVANCED_RENDER
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a_fog = calc_fog(length(viewmodel * vec4(pos3d * FOG_POS_SCALE, 0.0)) / 256.0);
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a_fog = calc_fog(length(viewmodel * vec4(pos3d * FOG_POS_SCALE, 0.0)) / 256.0);
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#endif
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a_emission = v_normal.w;
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a_emission = v_normal.w;
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vec4 viewmodelpos = u_view * a_modelpos;
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vec4 viewmodelpos = u_view * a_modelpos;
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@ -164,14 +164,14 @@ void WorldRenderer::setupWorldShader(
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auto inventory = player.getInventory();
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auto inventory = player.getInventory();
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ItemStack& stack = inventory->getSlot(player.getChosenSlot());
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ItemStack& stack = inventory->getSlot(player.getChosenSlot());
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auto& item = indices->items.require(stack.getItemId());
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auto& item = indices->items.require(stack.getItemId());
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float multiplier = 0.5f;
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float multiplier = 0.75f;
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shader.uniform3f(
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shader.uniform3f(
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"u_torchlightColor",
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"u_torchlightColor",
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item.emission[0] / 15.0f * multiplier,
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item.emission[0] / 15.0f * multiplier,
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item.emission[1] / 15.0f * multiplier,
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item.emission[1] / 15.0f * multiplier,
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item.emission[2] / 15.0f * multiplier
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item.emission[2] / 15.0f * multiplier
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);
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);
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shader.uniform1f("u_torchlightDistance", 6.0f);
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shader.uniform1f("u_torchlightDistance", 8.0f);
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}
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}
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}
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}
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