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authorMinetest-j45 <55553015+Minetest-j45@users.noreply.github.com>2021-08-30 15:22:40 +0100
committerGitHub <noreply@github.com>2021-08-30 15:22:40 +0100
commit7824a4956bf489b4e2cc35e0c97272eee06be6ba (patch)
tree70243765dc1743a83596f9c6eec122fb417ef92c /client/shaders/nodes_shader/opengl_vertex.glsl
parent607add326feb44e078b843464ce4a8de09f28743 (diff)
parent35445d24f425c6291a0580b468919ca83de716fd (diff)
downloaddragonfireclient-7824a4956bf489b4e2cc35e0c97272eee06be6ba.tar.xz
Merge pull request #1 from EliasFleckenstein03/master
update
Diffstat (limited to 'client/shaders/nodes_shader/opengl_vertex.glsl')
-rw-r--r--client/shaders/nodes_shader/opengl_vertex.glsl10
1 files changed, 7 insertions, 3 deletions
diff --git a/client/shaders/nodes_shader/opengl_vertex.glsl b/client/shaders/nodes_shader/opengl_vertex.glsl
index c68df4a8e..1a4840d35 100644
--- a/client/shaders/nodes_shader/opengl_vertex.glsl
+++ b/client/shaders/nodes_shader/opengl_vertex.glsl
@@ -146,10 +146,14 @@ void main(void)
// the brightness, so now we have to multiply these
// colors with the color of the incoming light.
// The pre-baked colors are halved to prevent overflow.
- vec4 color;
+#ifdef GL_ES
+ vec4 color = inVertexColor.bgra;
+#else
+ vec4 color = inVertexColor;
+#endif
// The alpha gives the ratio of sunlight in the incoming light.
- float nightRatio = 1.0 - inVertexColor.a;
- color.rgb = inVertexColor.rgb * (inVertexColor.a * dayLight.rgb +
+ float nightRatio = 1.0 - color.a;
+ color.rgb = color.rgb * (color.a * dayLight.rgb +
nightRatio * artificialLight.rgb) * 2.0;
color.a = 1.0;