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Up Topic Colored lights

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In Response to Clonk-Karl

> Regarding terminology: We already use "material lights" for sun and lava, what are the other lights then, "object lights"?


Until now I always thought in terms of ambient light and dynamic light. Material light and object light are maybe more accurate, though, since they explictly specify the source of the light.

> So: the material light would need the same upper/lower-half implementation for material brightness/color, then mix it with the mix function that is used in the AmbientShader.glsl?


Good question. At the moment, the texture uses only one component, since it doesn't store normals. So this could easily be extended to three componets without the upper/lower half trick. Whether we might want to introduce normals for this at some point would be a completely different question that I was not thinking about before yet...

> The other question was actually: Where in the c++ code do materials with "Light=1" add brightness to the material light texture?


In C4FoWAmbient.cpp.

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