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Improved faces shading with and without shaders.
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@@ -1397,13 +1397,32 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
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u8 night = j->second.second;
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finalColorBlend(vertices[vertexIndex].Color,
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day, night, daynight_ratio);
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// Brighten topside (no shaders)
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if(vertices[vertexIndex].Normal.Y > 0.5)
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{
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video::SColor &vc = vertices[vertexIndex].Color;
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vc.setRed (srgb_linear_multiply(vc.getRed(), 1.3, 255.0));
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vc.setGreen(srgb_linear_multiply(vc.getGreen(), 1.3, 255.0));
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vc.setBlue (srgb_linear_multiply(vc.getBlue(), 1.3, 255.0));
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// Make sides and bottom darker than the top
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video::SColor &vc = vertices[vertexIndex].Color;
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if(vertices[vertexIndex].Normal.Y > 0.5) {
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vc.setRed (srgb_linear_multiply(vc.getRed(), 1.2, 255.0));
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vc.setGreen(srgb_linear_multiply(vc.getGreen(), 1.2, 255.0));
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vc.setBlue (srgb_linear_multiply(vc.getBlue(), 1.2, 255.0));
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} else if (vertices[vertexIndex].Normal.Y < -0.5) {
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vc.setRed (srgb_linear_multiply(vc.getRed(), 0.3, 255.0));
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vc.setGreen(srgb_linear_multiply(vc.getGreen(), 0.3, 255.0));
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vc.setBlue (srgb_linear_multiply(vc.getBlue(), 0.3, 255.0));
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} else if (vertices[vertexIndex].Normal.X > 0.5) {
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vc.setRed (srgb_linear_multiply(vc.getRed(), 0.8, 255.0));
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vc.setGreen(srgb_linear_multiply(vc.getGreen(), 0.8, 255.0));
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vc.setBlue (srgb_linear_multiply(vc.getBlue(), 0.8, 255.0));
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} else if (vertices[vertexIndex].Normal.X < -0.5) {
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vc.setRed (srgb_linear_multiply(vc.getRed(), 0.8, 255.0));
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vc.setGreen(srgb_linear_multiply(vc.getGreen(), 0.8, 255.0));
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vc.setBlue (srgb_linear_multiply(vc.getBlue(), 0.8, 255.0));
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} else if (vertices[vertexIndex].Normal.Z > 0.5) {
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vc.setRed (srgb_linear_multiply(vc.getRed(), 0.5, 255.0));
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vc.setGreen(srgb_linear_multiply(vc.getGreen(), 0.5, 255.0));
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vc.setBlue (srgb_linear_multiply(vc.getBlue(), 0.5, 255.0));
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} else if (vertices[vertexIndex].Normal.Z < -0.5) {
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vc.setRed (srgb_linear_multiply(vc.getRed(), 0.5, 255.0));
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vc.setGreen(srgb_linear_multiply(vc.getGreen(), 0.5, 255.0));
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vc.setBlue (srgb_linear_multiply(vc.getBlue(), 0.5, 255.0));
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}
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}
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}
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