Last Devlog (as im finished) FINALLY π
Whats new:
I tested alot with the vibrancy values and changed the sky color values to:
baseSky.r *= 0.1;baseSky.g *= 0.45;baseSky.b *= 9.0;
The 9.0 wont change anything at daytime, but makes the sky way more blue on night time.
I used the same lighting setup for both day and night. Now I use seperate Light values making the night natively darker while keeping block lighting the same as before.
float skyLight = day ? lm.y : lm.y * 0.45;vec3 lighting = skyLight * (vec3(0.5, 0.62, 0.75) + vec3(1.0, 0.92, 0.78) * sun * shadowCol)+ vec3(1.0, 0.6, 0.3) * lm.x * lm.x + 0.03;
Also, before the entites were glowing very hard. This was because the lightmap was applied directly on the entities. I removed it:
lmdata = vec4(lmcoord, 0.0, 1.0); (Picture of the glowing pig also here)
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