diff --git a/res/shaders/entity.glslv b/res/shaders/entity.glslv index 587a4bae..3d916e9a 100644 --- a/res/shaders/entity.glslv +++ b/res/shaders/entity.glslv @@ -31,8 +31,7 @@ void main() { vec3 pos3d = modelpos.xyz - u_cameraPos; modelpos.xyz = apply_planet_curvature(modelpos.xyz, pos3d); - vec4 decomp_light = v_light; - vec3 light = decomp_light.rgb; + vec3 light = v_light.rgb; float torchlight = max(0.0, 1.0-distance(u_cameraPos, modelpos.xyz) / u_torchlightDistance); light += torchlight * u_torchlightColor; @@ -41,7 +40,7 @@ void main() { a_dir = modelpos.xyz - u_cameraPos; vec3 skyLightColor = pick_sky_color(u_cubemap); - a_color.rgb = max(a_color.rgb, skyLightColor.rgb*decomp_light.a) * v_color; + a_color.rgb = max(a_color.rgb, skyLightColor.rgb*v_light.a) * v_color; a_color.a = u_opacity; float dist = length(u_view * u_model * vec4(pos3d * FOG_POS_SCALE, 0.0)); diff --git a/res/shaders/main.glslv b/res/shaders/main.glslv index a634e1ba..24ec6cae 100644 --- a/res/shaders/main.glslv +++ b/res/shaders/main.glslv @@ -31,8 +31,7 @@ void main() { vec3 pos3d = modelpos.xyz-u_cameraPos; modelpos.xyz = apply_planet_curvature(modelpos.xyz, pos3d); - vec4 decomp_light = v_light; - vec3 light = decomp_light.rgb; + vec3 light = v_light.rgb; float torchlight = max(0.0, 1.0-distance(u_cameraPos, modelpos.xyz) / u_torchlightDistance); light += torchlight * u_torchlightColor; @@ -41,7 +40,7 @@ void main() { a_dir = modelpos.xyz - u_cameraPos; vec3 skyLightColor = pick_sky_color(u_cubemap); - a_color.rgb = max(a_color.rgb, skyLightColor.rgb*decomp_light.a); + a_color.rgb = max(a_color.rgb, skyLightColor.rgb*v_light.a); a_distance = length(u_view * u_model * vec4(pos3d * FOG_POS_SCALE, 0.0)); float depth = (a_distance / 256.0);