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Removed dynlight-surface angle clip threshold - it didn't work properly anyway
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parent
469942d263
commit
fc7b9ec9a8
3 changed files with 5 additions and 5 deletions
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@ -30,6 +30,6 @@ using CodeImp.DoomBuilder;
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// Build Number
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// Revision
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//
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[assembly: AssemblyVersion("2.3.0.2851")]
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[assembly: AssemblyVersion("2.3.0.2852")]
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[assembly: NeutralResourcesLanguageAttribute("en")]
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[assembly: AssemblyHash("42c2fc2")]
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[assembly: AssemblyHash("469942d")]
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@ -234,12 +234,12 @@ float4 ps_vertex_color(PixelData pd) : COLOR
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}
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//mxd. dynamic light pixel shader pass, dood!
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float4 ps_lightpass(LitPixelData pd) : COLOR
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float4 ps_lightpass(LitPixelData pd) : COLOR
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{
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//is face facing away from light source?
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// [ZZ] oddly enough pd.normal is not a proper normal, so using dot on it returns rather unexpected results. wrapped in normalize().
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float diffuseContribution = dot(normalize(pd.normal), normalize(lightPosAndRadius.xyz - pd.pos_w));
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if (diffuseContribution < -0.1f) // (lightPosAndRadius.xyz - pd.pos_w) == direction from light to current pixel
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if (diffuseContribution < 0)
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clip(-1);
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diffuseContribution = max(diffuseContribution, 0); // to make sure
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@ -29,5 +29,5 @@ using System.Resources;
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// Build Number
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// Revision
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//
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[assembly: AssemblyVersion("2.3.0.2851")]
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[assembly: AssemblyVersion("2.3.0.2852")]
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[assembly: NeutralResourcesLanguageAttribute("en")]
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