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https://github.com/Jozufozu/Flywheel.git
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You merely adopted it
- Default light to 0 in DefaultVertexList - Take the max of mesh and instance light in the instance shader
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4 changed files with 4 additions and 5 deletions
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@ -1,7 +1,6 @@
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package dev.engine_room.flywheel.lib.vertex;
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package dev.engine_room.flywheel.lib.vertex;
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import dev.engine_room.flywheel.api.vertex.MutableVertexList;
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import dev.engine_room.flywheel.api.vertex.MutableVertexList;
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import net.minecraft.client.renderer.LightTexture;
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import net.minecraft.client.renderer.texture.OverlayTexture;
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import net.minecraft.client.renderer.texture.OverlayTexture;
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public interface DefaultVertexList extends MutableVertexList {
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public interface DefaultVertexList extends MutableVertexList {
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@ -57,7 +56,7 @@ public interface DefaultVertexList extends MutableVertexList {
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@Override
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@Override
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default int light(int index) {
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default int light(int index) {
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return LightTexture.FULL_BRIGHT;
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return 0;
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}
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}
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@Override
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@Override
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@ -6,5 +6,5 @@ void flw_instanceVertex(in FlwInstance i) {
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flw_vertexColor *= i.color;
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flw_vertexColor *= i.color;
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flw_vertexOverlay = i.overlay;
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flw_vertexOverlay = i.overlay;
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// Some drivers have a bug where uint over float division is invalid, so use an explicit cast.
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// Some drivers have a bug where uint over float division is invalid, so use an explicit cast.
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flw_vertexLight = vec2(i.light) / 256.0;
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flw_vertexLight = max(vec2(i.light) / 256.0, flw_vertexLight);
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}
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}
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@ -4,5 +4,5 @@ void flw_instanceVertex(in FlwInstance i) {
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flw_vertexColor *= i.color;
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flw_vertexColor *= i.color;
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flw_vertexOverlay = i.overlay;
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flw_vertexOverlay = i.overlay;
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// Some drivers have a bug where uint over float division is invalid, so use an explicit cast.
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// Some drivers have a bug where uint over float division is invalid, so use an explicit cast.
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flw_vertexLight = vec2(i.light) / 256.0;
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flw_vertexLight = max(vec2(i.light) / 256.0, flw_vertexLight);
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}
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}
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@ -4,5 +4,5 @@ void flw_instanceVertex(in FlwInstance i) {
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flw_vertexColor *= i.color;
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flw_vertexColor *= i.color;
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flw_vertexOverlay = i.overlay;
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flw_vertexOverlay = i.overlay;
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// Some drivers have a bug where uint over float division is invalid, so use an explicit cast.
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// Some drivers have a bug where uint over float division is invalid, so use an explicit cast.
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flw_vertexLight = vec2(i.light) / 256.0;
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flw_vertexLight = max(vec2(i.light) / 256.0, flw_vertexLight);
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}
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}
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