Sun light direction fix
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@ -126,7 +126,7 @@ void BlocksRenderer::face(const ivec3& coord,
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return;
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}
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const vec3 sunVector = vec3(0.411934f, 0.863868f, 0.279161f);
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const vec3 sunVector = vec3(0.411934f, 0.863868f, -0.279161f);
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float d = glm::dot(vec3(axisZ.x, axisZ.y, axisZ.z), sunVector);
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d = 0.7f + d*0.3f;
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@ -159,7 +159,7 @@ void BlocksRenderer::face(const vec3& coord,
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const vec3 Z(axisZ);
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if (lights) {
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const vec3 sunVector = vec3(0.431934f, 0.863868f, 0.259161f);
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const vec3 sunVector = vec3(0.431934f, 0.863868f, -0.259161f);
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float d = glm::dot(Z, sunVector);
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d = 0.75f + d*0.25f;
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vec4 tint(d);
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@ -44,7 +44,8 @@ class BlocksRenderer {
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const glm::ivec3& axisY,
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const glm::ivec3& axisZ);
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void vertex(const glm::vec3& coord, float u, float v,
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void vertex(const glm::vec3& coord,
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float u, float v,
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const glm::vec4& brightness,
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const glm::ivec3& axisX,
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const glm::ivec3& axisY,
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