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Commit 69c70dd

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committedMay 11, 2021
Fix swapped vertex colors on GLES2
1 parent 2443f1e commit 69c70dd

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5 files changed

+23
-3
lines changed

5 files changed

+23
-3
lines changed
 

‎client/shaders/default_shader/opengl_vertex.glsl

+4
Original file line numberDiff line numberDiff line change
@@ -3,5 +3,9 @@ varying lowp vec4 varColor;
33
void main(void)
44
{
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gl_Position = mWorldViewProj * inVertexPosition;
6+
#ifdef GL_ES
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varColor = inVertexColor.bgra;
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#else
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varColor = inVertexColor;
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#endif
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}

‎client/shaders/minimap_shader/opengl_vertex.glsl

+4
Original file line numberDiff line numberDiff line change
@@ -7,5 +7,9 @@ void main(void)
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{
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varTexCoord = inTexCoord0.st;
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gl_Position = mWorldViewProj * inVertexPosition;
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#ifdef GL_ES
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varColor = inVertexColor.bgra;
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#else
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varColor = inVertexColor;
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#endif
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}

‎client/shaders/nodes_shader/opengl_vertex.glsl

+7-3
Original file line numberDiff line numberDiff line change
@@ -146,10 +146,14 @@ void main(void)
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// the brightness, so now we have to multiply these
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// colors with the color of the incoming light.
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// The pre-baked colors are halved to prevent overflow.
149-
vec4 color;
149+
#ifdef GL_ES
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vec4 color = inVertexColor.bgra;
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#else
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vec4 color = inVertexColor;
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#endif
150154
// The alpha gives the ratio of sunlight in the incoming light.
151-
float nightRatio = 1.0 - inVertexColor.a;
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color.rgb = inVertexColor.rgb * (inVertexColor.a * dayLight.rgb +
155+
float nightRatio = 1.0 - color.a;
156+
color.rgb = color.rgb * (color.a * dayLight.rgb +
153157
nightRatio * artificialLight.rgb) * 2.0;
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color.a = 1.0;
155159

‎client/shaders/object_shader/opengl_vertex.glsl

+4
Original file line numberDiff line numberDiff line change
@@ -49,5 +49,9 @@ void main(void)
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: directional_ambient(normalize(inVertexNormal));
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#endif
5151

52+
#ifdef GL_ES
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varColor = inVertexColor.bgra;
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#else
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varColor = inVertexColor;
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#endif
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}

‎client/shaders/selection_shader/opengl_vertex.glsl

+4
Original file line numberDiff line numberDiff line change
@@ -6,5 +6,9 @@ void main(void)
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varTexCoord = inTexCoord0.st;
77
gl_Position = mWorldViewProj * inVertexPosition;
88

9+
#ifdef GL_ES
10+
varColor = inVertexColor.bgra;
11+
#else
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varColor = inVertexColor;
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#endif
1014
}

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