update some blocks lighting params
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@ -9,7 +9,7 @@
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#include "lighting/Lightmap.hpp"
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#include "lighting/Lightmap.hpp"
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#include "frontend/ContentGfxCache.hpp"
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#include "frontend/ContentGfxCache.hpp"
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const glm::vec3 BlocksRenderer::SUN_VECTOR (0.411934f, 0.863868f, -0.279161f);
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const glm::vec3 BlocksRenderer::SUN_VECTOR (0.2275f,0.9388f,-0.1005f);
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BlocksRenderer::BlocksRenderer(
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BlocksRenderer::BlocksRenderer(
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size_t capacity,
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size_t capacity,
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@ -129,7 +129,7 @@ void BlocksRenderer::faceAO(
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float s = 0.5f;
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float s = 0.5f;
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if (lights) {
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if (lights) {
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float d = glm::dot(glm::normalize(Z), SUN_VECTOR);
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float d = glm::dot(glm::normalize(Z), SUN_VECTOR);
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d = 0.8f + d * 0.2f;
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d = 0.7f + d * 0.3f;
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auto axisX = glm::normalize(X);
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auto axisX = glm::normalize(X);
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auto axisY = glm::normalize(Y);
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auto axisY = glm::normalize(Y);
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@ -167,7 +167,7 @@ void BlocksRenderer::face(
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float s = 0.5f;
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float s = 0.5f;
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if (lights) {
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if (lights) {
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float d = glm::dot(glm::normalize(Z), SUN_VECTOR);
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float d = glm::dot(glm::normalize(Z), SUN_VECTOR);
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d = 0.8f + d * 0.2f;
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d = 0.7f + d * 0.3f;
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tint *= d;
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tint *= d;
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}
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}
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vertex(coord + (-X - Y + Z) * s, region.u1, region.v1, tint);
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vertex(coord + (-X - Y + Z) * s, region.u1, region.v1, tint);
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