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is that any more efficient and bsp-light bug free?
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@206 fc73d0e0-1445-4013-8a0c-d673dee63da5
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1 changed files with 19 additions and 20 deletions
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@ -799,30 +799,29 @@ void PPL_LoadSpecularFragmentProgram(void)
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"TEMP diff, spec, nm, ld, cm, gm, lm, dm;\n"
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"TEMP diff, spec, nm, ld, cm, gm, lm, dm;\n"
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"TEX nm.rgb, tm_tc, texture[1], 2D;\n" //t1 = n
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"TEX nm.rgb, tm_tc, texture[1], 2D;\n"
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"TEX ld.rgb, lm_tc, texture[3], 2D;\n" //t2 = l
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"TEX ld.rgb, lm_tc, texture[3], 2D;\n"
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"TEX dm.rgb, tm_tc, texture[0], 2D;\n" //t2 = d
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"TEX dm.rgb, tm_tc, texture[0], 2D;\n"
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"TEX gm.rgb, tm_tc, texture[4], 2D;\n" //t2 = gloss
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"TEX gm.rgb, tm_tc, texture[4], 2D;\n"
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"TEX lm.rgb, lm_tc, texture[2], 2D;\n" //specular = lm
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"TEX lm.rgb, lm_tc, texture[2], 2D;\n"
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"TEX cm.rgb, cm_tc, texture[5], CUBE;\n" //t2 = d
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"TEX cm.rgb, cm_tc, texture[5], CUBE;\n"
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//textures loaded - get diffuse
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//textures loaded - get diffuse
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"MAD nm, nm, 2, negone;\n"
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"MAD nm.rgb, nm, 2, negone;\n"
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"MAD ld, ld, 2, negone;\n"
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"MAD ld.rgb, ld, 2, negone;\n"
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"DP3 diff, nm, ld;\n" //diff = n.l
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"DP3 diff.rgb, nm, ld;\n"
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"MUL diff.rgb, diff, dm;\n" //diff = diff*t2
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"MUL diff.rgb, diff, dm;\n"
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//diff now contains the entire diffuse part of the equation.
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//diff now contains the entire diffuse part of the equation.
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//time for specular
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//l 19
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//t1 still = n
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"MAD cm.rgb, cm, 2, negone;\n"
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"MAD cm, cm, 2, negone;\n"
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"DP3 spec.rgb, nm, cm;\n"
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"DP3 spec, nm, cm;\n" //spec = t1.t2
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"MUL spec, spec, spec;\n"
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"MUL spec.rgb, spec, spec;\n"
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"MUL spec, spec, spec;\n"
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"MUL spec.rgb, spec, spec;\n"
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"MUL spec, spec, spec;\n"
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"MUL spec.rgb, spec, spec;\n"
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"MUL spec, spec, gm;\n"
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"MUL spec.rgb, spec, gm;\n"
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//that's the specular part done.
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//that's the specular part done.
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//we have diffuse and specular - wahoo
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//we have diffuse and specular - wahoo
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@ -1807,8 +1806,8 @@ void PPL_LightBModelTextures(entity_t *e, dlight_t *light)
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// for (; s; s=s->texturechain)
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// for (; s; s=s->texturechain)
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{
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{
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if (s->shadowframe != r_shadowframe)
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// if (s->shadowframe != r_shadowframe)
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continue;
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// continue;
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/* if (fabs(s->center[0] - lightorg[0]) > lightradius+s->radius ||
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/* if (fabs(s->center[0] - lightorg[0]) > lightradius+s->radius ||
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fabs(s->center[1] - lightorg[1]) > lightradius+s->radius ||
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fabs(s->center[1] - lightorg[1]) > lightradius+s->radius ||
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