diff options
-rw-r--r-- | cwd/assets/altcraft/shaders/frag/face.fs | 35 | ||||
-rw-r--r-- | cwd/assets/altcraft/shaders/vert/face.vs | 8 | ||||
-rw-r--r-- | src/AssetManager.cpp | 2 |
3 files changed, 8 insertions, 37 deletions
diff --git a/cwd/assets/altcraft/shaders/frag/face.fs b/cwd/assets/altcraft/shaders/frag/face.fs index 314e47b..30d44d2 100644 --- a/cwd/assets/altcraft/shaders/frag/face.fs +++ b/cwd/assets/altcraft/shaders/frag/face.fs @@ -3,47 +3,16 @@ in VS_OUT { vec3 Texture; vec3 Color; - vec2 Light; } fs_in; out vec4 fragColor; uniform sampler2DArray textureAtlas; -uniform float DayTime; -uniform float MinLightLevel; - -vec3 rgb2hsv(vec3 c) -{ - vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); - vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g)); - vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r)); - - float d = q.x - min(q.w, q.y); - float e = 1.0e-10; - return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); -} - -vec3 hsv2rgb(vec3 c) -{ - vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); - vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www); - return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); -} void main() { - vec4 color = texture(textureAtlas,fs_in.Texture); + vec4 color = texture(textureAtlas,fs_in.Texture); if (color.a < 0.3) discard; - vec3 hsvColor = rgb2hsv(color.xyz); - hsvColor+=fs_in.Color; - color = vec4(hsv2rgb(hsvColor),1); - - float light = fs_in.Light.x / 15.0; - float skyLight = (fs_in.Light.y / 15.0) * DayTime; - - float faceLight = clamp(light + skyLight,MinLightLevel,1.0); - - color = vec4(color.rgb * faceLight, color.a); - fragColor = color; + fragColor = vec4(color.rgb * fs_in.Color, 1.0); } diff --git a/cwd/assets/altcraft/shaders/vert/face.vs b/cwd/assets/altcraft/shaders/vert/face.vs index bea9228..469ea94 100644 --- a/cwd/assets/altcraft/shaders/vert/face.vs +++ b/cwd/assets/altcraft/shaders/vert/face.vs @@ -10,16 +10,18 @@ layout (location = 11) in vec2 light; out VS_OUT { vec3 Texture; vec3 Color; - vec2 Light; } vs_out; uniform float GlobalTime; uniform mat4 projView; +uniform float DayTime; +uniform float MinLightLevel; void main() { gl_Position = projView * vec4(position[gl_VertexID], 1.0f); - vs_out.Color = color; - vs_out.Light = light; vs_out.Texture = vec3(uv[gl_VertexID], uvLayer); vs_out.Texture.y -= (uv[2].y - uv[0].y) * trunc(mod(GlobalTime * 4.0f, animation)); + + float faceLight = clamp(light.x / 15.0 + (light.y / 15.0) * DayTime, MinLightLevel, 1.0); + vs_out.Color = mix(color.rgb * faceLight, vec3(1,1,1) * faceLight, (color == vec3(0,0,0))); } diff --git a/src/AssetManager.cpp b/src/AssetManager.cpp index 63dc596..5f24404 100644 --- a/src/AssetManager.cpp +++ b/src/AssetManager.cpp @@ -598,7 +598,7 @@ void ParseBlockModels() { parsedFace.layer = texture.layer; parsedFace.frames = textureFrames; if (face.second.tintIndex) - parsedFace.color = glm::vec3(0.275, 0.63, 0.1); + parsedFace.color = glm::vec3(0.486, 0.745, 0.423); else parsedFace.color = glm::vec3(0, 0, 0); |