Fix r_softwarebanding. Again.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5412 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
Spoike 2019-02-24 08:27:38 +00:00
parent 75e927c030
commit 48694bb795
2 changed files with 4 additions and 4 deletions

View file

@ -3198,7 +3198,7 @@ YOU SHOULD NOT EDIT THIS FILE BY HAND
"#endif\n"
"#ifdef EIGHTBIT\n"
"vec3 lightlev = light;\n"
"vec3 lightlev = light.rgb;\n"
//FIXME: with this extra flag, half the permutations are redundant.
"lightlev *= 0.5; //counter the fact that the colourmap contains overbright values and logically ranges from 0 to 2 intead of to 1.\n"
"float pal = texture2D(s_paletted, tc).r; //the palette index. hopefully not interpolated.\n"
@ -3206,7 +3206,7 @@ YOU SHOULD NOT EDIT THIS FILE BY HAND
"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"
"col.g = texture2D(s_colourmap, vec2(pal, 1.0-lightlev.g)).g; //its not very softwarey, but re-palettizing is ugly.\n"
"col.b = texture2D(s_colourmap, vec2(pal, 1.0-lightlev.b)).b; //without lits, it should be identical.\n"
"col.a = (pal<1.0)?1.0:0.0;\n"
"col.a = (pal<1.0)?light.a:0.0;\n"
"#else\n"
"col = texture2D(s_diffuse, tc);\n"
"#ifdef UPPER\n"

View file

@ -253,7 +253,7 @@ void main ()
#endif
#ifdef EIGHTBIT
vec3 lightlev = light;
vec3 lightlev = light.rgb;
//FIXME: with this extra flag, half the permutations are redundant.
lightlev *= 0.5; //counter the fact that the colourmap contains overbright values and logically ranges from 0 to 2 intead of to 1.
float pal = texture2D(s_paletted, tc).r; //the palette index. hopefully not interpolated.
@ -261,7 +261,7 @@ void main ()
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.
col.g = texture2D(s_colourmap, vec2(pal, 1.0-lightlev.g)).g; //its not very softwarey, but re-palettizing is ugly.
col.b = texture2D(s_colourmap, vec2(pal, 1.0-lightlev.b)).b; //without lits, it should be identical.
col.a = (pal<1.0)?1.0:0.0;
col.a = (pal<1.0)?light.a:0.0;
#else
col = texture2D(s_diffuse, tc);
#ifdef UPPER