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- Allow materials to specify the cardinal lighting mode - Hard-code the cardinal lighting mode to be one of 3 - Off - Chunk - Entity (default) - This gives artists some control over how they want their models to appear in-game. Kryppers in particular noticed lighting discrepancies between a flywheel model and a block model - Remove "useLightDirections" config, command, and uniform - Remove "diffuse" flag from Material
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common/src/api/java/dev/engine_room/flywheel/api/material/CardinalLightingMode.java
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package dev.engine_room.flywheel.api.material; | ||
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public enum CardinalLightingMode { | ||
/** | ||
* No normal-based darkening will be applied. | ||
*/ | ||
OFF, | ||
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/** | ||
* World-space normal based darkening will be applied. | ||
* | ||
* <p>This mode matches the appearance of chunk geometry. | ||
*/ | ||
CHUNK, | ||
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/** | ||
* World-space normal based darkening will be applied in accordance to the "light directions" specified in RenderSystem. | ||
* | ||
* <p>This mode matches the appearance of entities. | ||
* | ||
* @see com.mojang.blaze3d.systems.RenderSystem#setShaderLights | ||
*/ | ||
ENTITY, | ||
} |
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