Fix r_softwarebanding. Again.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5412 fc73d0e0-1445-4013-8a0c-d673dee63da5
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2 changed files with 4 additions and 4 deletions
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@ -3198,7 +3198,7 @@ YOU SHOULD NOT EDIT THIS FILE BY HAND
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"#endif\n"
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"#endif\n"
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"#ifdef EIGHTBIT\n"
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"#ifdef EIGHTBIT\n"
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"vec3 lightlev = light;\n"
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"vec3 lightlev = light.rgb;\n"
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//FIXME: with this extra flag, half the permutations are redundant.
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//FIXME: with this extra flag, half the permutations are redundant.
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"lightlev *= 0.5; //counter the fact that the colourmap contains overbright values and logically ranges from 0 to 2 intead of to 1.\n"
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"lightlev *= 0.5; //counter the fact that the colourmap contains overbright values and logically ranges from 0 to 2 intead of to 1.\n"
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"float pal = texture2D(s_paletted, tc).r; //the palette index. hopefully not interpolated.\n"
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"float pal = texture2D(s_paletted, tc).r; //the palette index. hopefully not interpolated.\n"
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@ -3206,7 +3206,7 @@ YOU SHOULD NOT EDIT THIS FILE BY HAND
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"col.r = texture2D(s_colourmap, vec2(pal, 1.0-lightlev.r)).r; //do 3 lookups. this is to cope with lit files, would be a waste to not support those.\n"
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"col.r = texture2D(s_colourmap, vec2(pal, 1.0-lightlev.r)).r; //do 3 lookups. this is to cope with lit files, would be a waste to not support those.\n"
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"col.g = texture2D(s_colourmap, vec2(pal, 1.0-lightlev.g)).g; //its not very softwarey, but re-palettizing is ugly.\n"
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"col.g = texture2D(s_colourmap, vec2(pal, 1.0-lightlev.g)).g; //its not very softwarey, but re-palettizing is ugly.\n"
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"col.b = texture2D(s_colourmap, vec2(pal, 1.0-lightlev.b)).b; //without lits, it should be identical.\n"
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"col.b = texture2D(s_colourmap, vec2(pal, 1.0-lightlev.b)).b; //without lits, it should be identical.\n"
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"col.a = (pal<1.0)?1.0:0.0;\n"
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"col.a = (pal<1.0)?light.a:0.0;\n"
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"#else\n"
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"#else\n"
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"col = texture2D(s_diffuse, tc);\n"
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"col = texture2D(s_diffuse, tc);\n"
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"#ifdef UPPER\n"
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"#ifdef UPPER\n"
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@ -253,7 +253,7 @@ void main ()
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#endif
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#endif
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#ifdef EIGHTBIT
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#ifdef EIGHTBIT
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vec3 lightlev = light;
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vec3 lightlev = light.rgb;
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//FIXME: with this extra flag, half the permutations are redundant.
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//FIXME: with this extra flag, half the permutations are redundant.
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lightlev *= 0.5; //counter the fact that the colourmap contains overbright values and logically ranges from 0 to 2 intead of to 1.
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lightlev *= 0.5; //counter the fact that the colourmap contains overbright values and logically ranges from 0 to 2 intead of to 1.
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float pal = texture2D(s_paletted, tc).r; //the palette index. hopefully not interpolated.
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float pal = texture2D(s_paletted, tc).r; //the palette index. hopefully not interpolated.
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@ -261,7 +261,7 @@ void main ()
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col.r = texture2D(s_colourmap, vec2(pal, 1.0-lightlev.r)).r; //do 3 lookups. this is to cope with lit files, would be a waste to not support those.
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col.r = texture2D(s_colourmap, vec2(pal, 1.0-lightlev.r)).r; //do 3 lookups. this is to cope with lit files, would be a waste to not support those.
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col.g = texture2D(s_colourmap, vec2(pal, 1.0-lightlev.g)).g; //its not very softwarey, but re-palettizing is ugly.
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col.g = texture2D(s_colourmap, vec2(pal, 1.0-lightlev.g)).g; //its not very softwarey, but re-palettizing is ugly.
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col.b = texture2D(s_colourmap, vec2(pal, 1.0-lightlev.b)).b; //without lits, it should be identical.
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col.b = texture2D(s_colourmap, vec2(pal, 1.0-lightlev.b)).b; //without lits, it should be identical.
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col.a = (pal<1.0)?1.0:0.0;
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col.a = (pal<1.0)?light.a:0.0;
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#else
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#else
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col = texture2D(s_diffuse, tc);
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col = texture2D(s_diffuse, tc);
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#ifdef UPPER
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#ifdef UPPER
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