Use the End's ambient light for entity shadows

DimensionType.ambientLight is 0.25 in the End; shadows used 0, so they were weaker there.
This commit is contained in:
Kacpherek committed 2026-10-28 06:10:38 +01:00
1 parent 0e03cac368
commit 012a3cf908
1 file changed
+6 -1
+6 -1
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@@ -8005,7 +8005,12 @@ impl Game<'_> {
.then(|| self.gui.atlas.sprites.get("misc/shadow").copied())
.flatten();
if let Some(sprite) = shadow_sprite {
let ambient = if self.dim == Dim::Nether { 0.1 } else { 0.0 };
// DimensionType.ambientLight: the_nether 0.1, the_end 0.25.
let ambient = match self.dim {
Dim::Nether => 0.1,
Dim::End => 0.25,
Dim::Overworld => 0.0,
};
let darken = self.sky_darken();
let a = alpha;
let lerp = |p: Vec3, q: Vec3| {