The lighting now uses the original grid based lighting calculations rather than a global single source from the player.
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4 changed files with 29 additions and 13 deletions
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@ -20,6 +20,6 @@ void main()
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vec4 sourceFragment = texture2D(source, gl_TexCoord[0].xy);
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vec4 bloomFragment = texture2D(bloom, gl_TexCoord[0].xy);
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float alpha = color.a;
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gl_FragColor = (color + sourceFragment - bloomFragment) / darkness;
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gl_FragColor = (color + sourceFragment - bloomFragment) * darkness;
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gl_FragColor.a = alpha;
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}
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