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Handle day-night transition in shader and make light sources brighter when shaders are used
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@@ -30,6 +30,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "tile.h"
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#endif
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#include "log.h"
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#include "main.h" // g_settings
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#include "settings.h"
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#include "util/serialize.h"
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#include "util/container.h"
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#include "util/thread.h"
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@@ -356,7 +358,10 @@ public:
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scene::IMesh *node_mesh = mapblock_mesh.getMesh();
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assert(node_mesh);
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setMeshColor(node_mesh, video::SColor(255, 255, 255, 255));
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video::SColor c(255, 255, 255, 255);
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if(g_settings->getS32("enable_shaders") != 0)
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c = MapBlock_LightColor(255, 0xffff, decode_light(f.light_source));
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setMeshColor(node_mesh, c);
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/*
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Scale and translate the mesh so it's a unit cube
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