From 5a702658c044798a8049837a562cab2f3ef0eea8 Mon Sep 17 00:00:00 2001 From: MihailRis Date: Thu, 18 Dec 2025 20:32:26 +0300 Subject: [PATCH] fix: 'shadeless' block property ignored if custom model is used --- src/graphics/render/BlocksRenderer.cpp | 7 ++++--- 1 file changed, 4 insertions(+), 3 deletions(-) diff --git a/src/graphics/render/BlocksRenderer.cpp b/src/graphics/render/BlocksRenderer.cpp index f2da08e55..3e0a17083 100644 --- a/src/graphics/render/BlocksRenderer.cpp +++ b/src/graphics/render/BlocksRenderer.cpp @@ -313,6 +313,7 @@ void BlocksRenderer::blockCustomModel( overflow = true; return; } + bool shading = mesh.shading && !block.shadeless; for (int triangle = 0; triangle < mesh.vertices.size() / 3; triangle++) { auto r = mesh.vertices[triangle * 3 + (triangle % 2) * 2].coord - mesh.vertices[triangle * 3 + 1].coord; @@ -342,7 +343,7 @@ void BlocksRenderer::blockCustomModel( const auto& vcoord = vertex.coord - 0.5f; glm::vec4 aoColor {1.0f, 1.0f, 1.0f, 1.0f}; - if (mesh.shading && ao) { + if (shading && ao) { const float eps = 0.05f; auto p = coord + vcoord.x * X + vcoord.y * Y + vcoord.z * Z + r * 0.5f + t * 0.5f + n * eps; @@ -362,9 +363,9 @@ void BlocksRenderer::blockCustomModel( coord + vcoord.x * X + vcoord.y * Y + vcoord.z * Z, vertex.uv.x, vertex.uv.y, - mesh.shading ? (glm::vec4(d, d, d, d) * aoColor) : glm::vec4(1, 1, 1, d), + shading ? (glm::vec4(d, d, d, d) * aoColor) : glm::vec4(1, 1, 1, d), n, - mesh.shading ? 0.0f : 1.0 + shading ? 0.0f : 1.0 ); indexBuffer[indexCount++] = vertexOffset++; }