Make shader-less lighting look better (darken sides instead of brighten top)

This commit is contained in:
we prefer instagib metl3 2012-12-08 11:58:35 +01:00
parent a7a0432807
commit ac6952316f
1 changed files with 8 additions and 8 deletions

View File

@ -1088,11 +1088,11 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data):
if(day != night)
m_daynight_diffs[i][j] = std::make_pair(day, night);
// Brighten topside (no shaders)
if(p.vertices[j].Normal.Y > 0.5)
if(p.vertices[j].Normal.Y < 0.5)
{
vc.setRed (srgb_linear_multiply(vc.getRed(), 1.3, 255.0));
vc.setGreen(srgb_linear_multiply(vc.getGreen(), 1.3, 255.0));
vc.setBlue (srgb_linear_multiply(vc.getBlue(), 1.3, 255.0));
vc.setRed (srgb_linear_multiply(vc.getRed(), 0.6, 255.0));
vc.setGreen(srgb_linear_multiply(vc.getGreen(), 0.6, 255.0));
vc.setBlue (srgb_linear_multiply(vc.getBlue(), 0.6, 255.0));
}
}
}
@ -1248,12 +1248,12 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
finalColorBlend(vertices[vertexIndex].Color,
day, night, daynight_ratio);
// Brighten topside (no shaders)
if(vertices[vertexIndex].Normal.Y > 0.5)
if(vertices[vertexIndex].Normal.Y < 0.5)
{
video::SColor &vc = vertices[vertexIndex].Color;
vc.setRed (srgb_linear_multiply(vc.getRed(), 1.3, 255.0));
vc.setGreen(srgb_linear_multiply(vc.getGreen(), 1.3, 255.0));
vc.setBlue (srgb_linear_multiply(vc.getBlue(), 1.3, 255.0));
vc.setRed (srgb_linear_multiply(vc.getRed(), 0.6, 255.0));
vc.setGreen(srgb_linear_multiply(vc.getGreen(), 0.6, 255.0));
vc.setBlue (srgb_linear_multiply(vc.getBlue(), 0.6, 255.0));
}
}
}