#include "config.h"
using namespace irr::core;
-static video::SMaterial baseMaterial() {
+static video::SMaterial baseMaterial()
+{
video::SMaterial mat;
mat.Lighting = false;
#if ENABLE_GLES
// Create materials
m_materials[0] = baseMaterial();
- m_materials[0].MaterialType = ssrc->getShaderInfo(ssrc->getShader("stars_shader", TILE_MATERIAL_ALPHA, 0)).material;
+ m_materials[0].MaterialType = ssrc->getShaderInfo(ssrc->getShader("stars_shader", TILE_MATERIAL_ALPHA)).material;
m_materials[0].Lighting = true;
m_materials[0].ColorMaterial = video::ECM_NONE;
float tod = wicked_time_of_day < 0.5f ? wicked_time_of_day : (1.0f - wicked_time_of_day);
float starbrightness = (0.25f - fabsf(tod)) * 20.0f;
m_star_color = m_star_params.starcolor;
- m_star_color.a = clamp(starbrightness * m_star_color.a, 0.0f, 1.0f);
+ m_star_color.a *= clamp(starbrightness, 0.0f, 1.0f);
if (m_star_color.a <= 0.0f) // Stars are only drawn when not fully transparent
return;
m_materials[0].DiffuseColor = m_materials[0].EmissiveColor = m_star_color.toSColor();
}
}
-void Sky::updateStars() {
+void Sky::updateStars()
+{
m_stars.reset(new scene::SMeshBuffer());
// Stupid IrrLicht doesn’t allow non-indexed rendering, and indexed quad
// rendering is slow due to lack of hardware support. So as indices are