From 970b7929d25fe847da5881d7740ab46f9bbd0d8b Mon Sep 17 00:00:00 2001 From: Bixilon Date: Fri, 16 Dec 2022 15:52:07 +0100 Subject: [PATCH] make water overlay less bright Now it does not look that weird anymore --- .../framebuffer/world/overlay/overlays/simple/WaterOverlay.kt | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/src/main/java/de/bixilon/minosoft/gui/rendering/framebuffer/world/overlay/overlays/simple/WaterOverlay.kt b/src/main/java/de/bixilon/minosoft/gui/rendering/framebuffer/world/overlay/overlays/simple/WaterOverlay.kt index f66c750e6..54c4928c5 100644 --- a/src/main/java/de/bixilon/minosoft/gui/rendering/framebuffer/world/overlay/overlays/simple/WaterOverlay.kt +++ b/src/main/java/de/bixilon/minosoft/gui/rendering/framebuffer/world/overlay/overlays/simple/WaterOverlay.kt @@ -29,7 +29,8 @@ class WaterOverlay(renderWindow: RenderWindow) : SimpleOverlay(renderWindow) { get() = player.gamemode != Gamemodes.SPECTATOR && player.submergedFluid is WaterFluid override fun draw() { - val brightness = renderWindow.connection.world.getBrightness(renderWindow.connection.player.positionInfo.blockPosition) + // TODO: make brightness depend on ambient light (e.g. rain gradient, thunder gradient, time, ...) + val brightness = renderWindow.connection.world.getBrightness(renderWindow.connection.player.positionInfo.blockPosition) * 0.5f tintColor = RGBColor(brightness, brightness, brightness, 0.1f) // ToDo: Minecraft sets the uv coordinates according to the yaw and pitch (see InGameOverlayRenderer::renderUnderwaterOverlay)