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authorDmitry Kostenko <codeforsmile@gmail.com>2022-02-13 19:59:53 +0100
committerx2048 <codeforsmile@gmail.com>2022-03-07 23:45:26 +0100
commit12896b22d8e30689c57ef17c23ec3165abaa7de7 (patch)
treefd7107c2fead0b027792e8eb72e224fb05f24aa3 /client/shaders/object_shader
parente531c596063178553060f1776898c5369468edc5 (diff)
downloadhax-minetest-server-12896b22d8e30689c57ef17c23ec3165abaa7de7.tar.gz
hax-minetest-server-12896b22d8e30689c57ef17c23ec3165abaa7de7.zip
Remove debugging code
Diffstat (limited to 'client/shaders/object_shader')
-rw-r--r--client/shaders/object_shader/opengl_fragment.glsl2
1 files changed, 0 insertions, 2 deletions
diff --git a/client/shaders/object_shader/opengl_fragment.glsl b/client/shaders/object_shader/opengl_fragment.glsl
index e1d7a3574..48066adc3 100644
--- a/client/shaders/object_shader/opengl_fragment.glsl
+++ b/client/shaders/object_shader/opengl_fragment.glsl
@@ -526,8 +526,6 @@ void main(void)
(1.0 - adjusted_night_ratio) * ( // natural light
col.rgb * (1.0 - shadow_int * (1.0 - shadow_color)) + // filtered texture color
dayLight * shadow_color * shadow_int); // reflected filtered sunlight/moonlight
- // col.r = 0.5 * clamp(getPenumbraRadius(ShadowMapSampler, posLightSpace.xy, posLightSpace.z, 1.0) / SOFTSHADOWRADIUS, 0.0, 1.0) + 0.5 * col.r;
- // col.r = adjusted_night_ratio; // debug night ratio adjustment
#endif
#if ENABLE_TONE_MAPPING