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-rw-r--r--cwd/assets/altcraft/shaders/frag/face.fs35
-rw-r--r--cwd/assets/altcraft/shaders/vert/face.vs8
-rw-r--r--src/AssetManager.cpp2
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);