diff --git a/assets/voxygen/shaders/figure-frag.glsl b/assets/voxygen/shaders/figure-frag.glsl index 203e2b0f3b..140fdee912 100644 --- a/assets/voxygen/shaders/figure-frag.glsl +++ b/assets/voxygen/shaders/figure-frag.glsl @@ -97,7 +97,7 @@ void main() { vec3 f_col = greedy_extract_col_light_attr(t_col_light, s_col_light, f_uv_pos, f_ao, f_glow, material); #ifdef EXPERIMENTAL_BAREMINIMUM - tgt_color = vec4(f_col * f_ao, 1); + tgt_color = vec4(simple_lighting(f_pos.xyz, f_col, f_ao), 1); return; #endif diff --git a/assets/voxygen/shaders/include/sky.glsl b/assets/voxygen/shaders/include/sky.glsl index 6a6d9c3ea3..63ef2ec0e4 100644 --- a/assets/voxygen/shaders/include/sky.glsl +++ b/assets/voxygen/shaders/include/sky.glsl @@ -689,4 +689,10 @@ vec3 illuminate(float max_light, vec3 view_dir, /*vec3 max_light, */vec3 emitted // return /*srgb_to_linear*/(/*0.5*//*0.125 * */vec3(pow(color.x, gamma), pow(color.y, gamma), pow(color.z, gamma))); } +vec3 simple_lighting(vec3 pos, vec3 col, float shade) { + // Bad fake lantern so we can see in caves + vec3 d = pos.xyz - focus_pos.xyz; + return col * clamp(2.5 / dot(d, d), shade * get_sun_brightness(), 1); +} + #endif diff --git a/assets/voxygen/shaders/lod-terrain-frag.glsl b/assets/voxygen/shaders/lod-terrain-frag.glsl index 12fd791860..3ff32043ca 100644 --- a/assets/voxygen/shaders/lod-terrain-frag.glsl +++ b/assets/voxygen/shaders/lod-terrain-frag.glsl @@ -47,7 +47,7 @@ void main() { // vec3 view_dir = normalize(-vec3(vert_pos4)/* / vert_pos4.w*/); #ifdef EXPERIMENTAL_BAREMINIMUM - tgt_color = vec4(lod_col(f_pos.xy), 1); + tgt_color = vec4(lod_col(f_pos.xy) * get_sun_brightness(), 1); return; #endif diff --git a/assets/voxygen/shaders/sprite-frag.glsl b/assets/voxygen/shaders/sprite-frag.glsl index d813ec590b..5d4b7463d6 100644 --- a/assets/voxygen/shaders/sprite-frag.glsl +++ b/assets/voxygen/shaders/sprite-frag.glsl @@ -44,7 +44,7 @@ void main() { vec3 f_col = greedy_extract_col_light_glow(t_col_light, s_col_light, f_uv_pos, f_ao, f_glow); #ifdef EXPERIMENTAL_BAREMINIMUM - tgt_color = vec4(f_col * f_ao, 1); + tgt_color = vec4(simple_lighting(f_pos.xyz, f_col, f_ao), 1); return; #endif diff --git a/assets/voxygen/shaders/terrain-frag.glsl b/assets/voxygen/shaders/terrain-frag.glsl index af0719fd61..95a5de0b05 100644 --- a/assets/voxygen/shaders/terrain-frag.glsl +++ b/assets/voxygen/shaders/terrain-frag.glsl @@ -88,7 +88,7 @@ void main() { vec3 f_col = greedy_extract_col_light_glow(t_col_light, s_col_light, f_uv_pos, f_light, f_glow); #ifdef EXPERIMENTAL_BAREMINIMUM - tgt_color = vec4(f_col * f_light, 1); + tgt_color = vec4(simple_lighting(f_pos.xyz, f_col, f_light), 1); return; #endif