diff --git a/client/shaders/nodes_shader/opengl_fragment.glsl b/client/shaders/nodes_shader/opengl_fragment.glsl index 55c3feac7..c24619539 100644 --- a/client/shaders/nodes_shader/opengl_fragment.glsl +++ b/client/shaders/nodes_shader/opengl_fragment.glsl @@ -533,8 +533,6 @@ void main(void) (1.0 - adjusted_night_ratio) * ( // natural light col.rgb * (1.0 - shadow_int * (1.0 - shadow_color)) + // filtered texture color dayLight * shadow_color * shadow_int); // reflected filtered sunlight/moonlight - // col.r = 0.5 * clamp(getPenumbraRadius(ShadowMapSampler, posLightSpace.xy, posLightSpace.z, 1.0) / SOFTSHADOWRADIUS, 0.0, 1.0) + 0.5 * col.r; - // col.r = adjusted_night_ratio; // debug night ratio adjustment #endif #if ENABLE_TONE_MAPPING diff --git a/client/shaders/object_shader/opengl_fragment.glsl b/client/shaders/object_shader/opengl_fragment.glsl index e1d7a3574..48066adc3 100644 --- a/client/shaders/object_shader/opengl_fragment.glsl +++ b/client/shaders/object_shader/opengl_fragment.glsl @@ -526,8 +526,6 @@ void main(void) (1.0 - adjusted_night_ratio) * ( // natural light col.rgb * (1.0 - shadow_int * (1.0 - shadow_color)) + // filtered texture color dayLight * shadow_color * shadow_int); // reflected filtered sunlight/moonlight - // col.r = 0.5 * clamp(getPenumbraRadius(ShadowMapSampler, posLightSpace.xy, posLightSpace.z, 1.0) / SOFTSHADOWRADIUS, 0.0, 1.0) + 0.5 * col.r; - // col.r = adjusted_night_ratio; // debug night ratio adjustment #endif #if ENABLE_TONE_MAPPING