uniform mat4 mWorldViewProj; uniform mat4 mInvWorld; uniform mat4 mTransWorld; uniform float dayNightRatio; varying vec3 vPosition; void main(void) { gl_Position = mWorldViewProj * gl_Vertex; vPosition = (mWorldViewProj * gl_Vertex).xyz; vec4 color; //color = vec4(1.0, 1.0, 1.0, 1.0); float day = gl_Color.r; float night = gl_Color.g; float light_source = gl_Color.b; /*color.r = mix(night, day, dayNightRatio); color.g = color.r; color.b = color.r;*/ float rg = mix(night, day, dayNightRatio); rg += light_source * 1.0; // Make light sources brighter float b = rg; // Moonlight is blue b += (day - night) / 13.0; rg -= (day - night) / 13.0; // Emphase blue a bit in darker places // See C++ implementation in mapblock_mesh.cpp finalColorBlend() b += max(0.0, (1.0 - abs(b - 0.13)/0.17) * 0.025); // Artificial light is yellow-ish // See C++ implementation in mapblock_mesh.cpp finalColorBlend() rg += max(0.0, (1.0 - abs(rg - 0.85)/0.15) * 0.065); color.r = rg; color.g = rg; color.b = b; color.a = gl_Color.a; gl_FrontColor = gl_BackColor = color; gl_TexCoord[0] = gl_MultiTexCoord0; }