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authorRealBadAngel <maciej.kasatkin@o2.pl>2014-08-10 23:43:26 +0200
committerRealBadAngel <maciej.kasatkin@o2.pl>2014-08-14 06:43:47 +0200
commit5e54bf1472039af79b3bf7bfab43d294aed8e9e9 (patch)
tree37f67da6e33bb1736c7d288d83fb3a2a84ff84db /client/shaders
parent587167e940228e52e5df5e4b5ecb7b5ff1ea1a7b (diff)
downloadminetest-5e54bf1472039af79b3bf7bfab43d294aed8e9e9.tar.xz
Make faces shading correct for all possible modes.
Skip shading for lightsources and top of the nodes. Fixes liquid sources and flowing surfaces having different brightness.
Diffstat (limited to 'client/shaders')
-rw-r--r--client/shaders/nodes_shader/opengl_vertex.glsl2
1 files changed, 1 insertions, 1 deletions
diff --git a/client/shaders/nodes_shader/opengl_vertex.glsl b/client/shaders/nodes_shader/opengl_vertex.glsl
index 03b682d1b..28d3e8ed8 100644
--- a/client/shaders/nodes_shader/opengl_vertex.glsl
+++ b/client/shaders/nodes_shader/opengl_vertex.glsl
@@ -108,7 +108,7 @@ void main(void)
// Moonlight is blue
b += (day - night) / 13.0;
- rg -= (day - night) / 13.0;
+ rg -= (day - night) / 23.0;
// Emphase blue a bit in darker places
// See C++ implementation in mapblock_mesh.cpp finalColorBlend()