Shaders now independent of daytime

This commit is contained in:
Jasper "JappaWakka" Speelman 2022-05-14 14:45:01 +02:00
parent 922502fc40
commit 6810a35dfd
3 changed files with 2 additions and 8 deletions

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@ -473,9 +473,9 @@
If Not Screen.Level.World Is Nothing Then
Select Case Screen.Level.World.EnvironmentType
Case P3D.World.EnvironmentTypes.Outside
Me.Shader = SkyDome.GetDaytimeColor(True).ToVector3()
Me.Shader = New Vector3(1.0F)
Case P3D.World.EnvironmentTypes.Dark
Me.Shader = New Vector3(0.5F, 0.5F, 0.6F)
Me.Shader = New Vector3(0.5F, 0.5F, 0.5F)
Case Else
Me.Shader = New Vector3(1.0F)
End Select

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@ -11,12 +11,6 @@
Me.Size = Size
Me.Shader = Shader
Me.StopOnContact = StopOnContact
If Screen.Level.World.EnvironmentType = World.EnvironmentTypes.Outside And World.GetTime() = 0 Then
Me.Shader.X += 0.2F
Me.Shader.Y += 0.2F
Me.Shader.Z += 0.5F
End If
End Sub
Public Sub ApplyShader(ByVal Entities() As Entity)