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Fix settingstypes and remove unused tint variables
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lhofhansl committed Dec 19, 2023
1 parent 705b964 commit 3cd9613
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Showing 2 changed files with 1 addition and 3 deletions.
2 changes: 1 addition & 1 deletion builtin/settingtypes.txt
Original file line number Diff line number Diff line change
Expand Up @@ -629,7 +629,7 @@ bloom_radius (Bloom Radius) float 1 0.1 8

# Set to true to enable volumetric lighting effect (a.k.a. "Godrays").
#
# Requires: shaders_support, enable_bloom
# Requires: shaders, enable_bloom
enable_volumetric_lighting (Volumetric lighting) bool false

[*Audio]
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2 changes: 0 additions & 2 deletions client/shaders/volumetric_light/opengl_fragment.glsl
Original file line number Diff line number Diff line change
Expand Up @@ -66,7 +66,6 @@ vec3 getDirectLightScatteringAtGround(vec3 v_LightDirection)
vec3 applyVolumetricLight(vec3 color, vec2 uv, float rawDepth)
{
vec3 lookDirection = normalize(vec3(uv.x * 2. - 1., uv.y * 2. - 1., rawDepth));
vec3 lightSourceTint = vec3(1.0, 0.98, 0.4);

const float boost = 4.0;
float brightness = 0.;
Expand All @@ -77,7 +76,6 @@ vec3 applyVolumetricLight(vec3 color, vec2 uv, float rawDepth)
sourcePosition = sunPositionScreen;
}
else if (moonPositionScreen.z > 0. && moonBrightness > 0.) {
lightSourceTint = vec3(0.4, 0.9, 1.);
brightness = moonBrightness * 0.05;
sourcePosition = moonPositionScreen;
}
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