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fix: 'shadeless' block property ignored if custom model is used
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parent
1de669092c
commit
78062e2197
1 changed files with 4 additions and 3 deletions
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@ -309,6 +309,7 @@ void BlocksRenderer::blockCustomModel(
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overflow = true;
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return;
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}
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bool shading = mesh.shading && !block.shadeless;
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for (int triangle = 0; triangle < mesh.vertices.size() / 3; triangle++) {
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auto r = mesh.vertices[triangle * 3 + (triangle % 2) * 2].coord -
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mesh.vertices[triangle * 3 + 1].coord;
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@ -338,7 +339,7 @@ void BlocksRenderer::blockCustomModel(
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const auto& vcoord = vertex.coord - 0.5f;
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glm::vec4 aoColor {1.0f, 1.0f, 1.0f, 1.0f};
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if (mesh.shading && ao) {
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if (shading && ao) {
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const float eps = 0.05f;
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auto p = coord + vcoord.x * X + vcoord.y * Y + vcoord.z * Z +
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r * 0.5f + t * 0.5f + n * eps;
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@ -358,9 +359,9 @@ void BlocksRenderer::blockCustomModel(
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coord + vcoord.x * X + vcoord.y * Y + vcoord.z * Z,
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vertex.uv.x,
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vertex.uv.y,
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mesh.shading ? (glm::vec4(d, d, d, d) * aoColor) : glm::vec4(1, 1, 1, d),
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shading ? (glm::vec4(d, d, d, d) * aoColor) : glm::vec4(1, 1, 1, d),
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n,
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mesh.shading ? 0.0f : 1.0
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shading ? 0.0f : 1.0
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);
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indexBuffer[indexCount++] = vertexOffset++;
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}
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