The lighting now uses the original grid based lighting calculations rather than a global single source from the player.

This commit is contained in:
Zed A. Shaw 2025-02-11 13:31:39 -05:00
parent 6da830595c
commit 90351ce0fe
4 changed files with 29 additions and 13 deletions

View file

@ -20,6 +20,6 @@ void main()
vec4 sourceFragment = texture2D(source, gl_TexCoord[0].xy);
vec4 bloomFragment = texture2D(bloom, gl_TexCoord[0].xy);
float alpha = color.a;
gl_FragColor = (color + sourceFragment - bloomFragment) / darkness;
gl_FragColor = (color + sourceFragment - bloomFragment) * darkness;
gl_FragColor.a = alpha;
}