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Revert changes to shaders
Uses min/max from shader language.
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f0d2c5afaa
commit
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1 changed files with 6 additions and 6 deletions
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@ -576,7 +576,7 @@ static const char* fragmentSrc3Dlm = MULTILINE_STRING(
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vec3 lightToPos = dynLights[i].lightOrigin - passWorldCoord;
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float distLightToPos = length(lightToPos);
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float fact = Q_max(0.0, intens - distLightToPos - 52.0);
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float fact = max(0.0, intens - distLightToPos - 52.0);
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// move the light source a bit further above the surface
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// => helps if the lightsource is so close to the surface (e.g. grenades, rockets)
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@ -585,7 +585,7 @@ static const char* fragmentSrc3Dlm = MULTILINE_STRING(
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lightToPos += passNormal*32.0;
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// also factor in angle between light and point on surface
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fact *= Q_max(0.0, dot(passNormal, normalize(lightToPos)));
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fact *= max(0.0, dot(passNormal, normalize(lightToPos)));
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lmTex.rgb += dynLights[i].lightColor.rgb * fact * (1.0/256.0);
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@ -663,7 +663,7 @@ static const char* fragmentSrc3DlmNoColor = MULTILINE_STRING(
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vec3 lightToPos = dynLights[i].lightOrigin - passWorldCoord;
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float distLightToPos = length(lightToPos);
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float fact = Q_max(0.0, intens - distLightToPos - 52.0);
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float fact = max(0.0, intens - distLightToPos - 52.0);
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// move the light source a bit further above the surface
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// => helps if the lightsource is so close to the surface (e.g. grenades, rockets)
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@ -672,7 +672,7 @@ static const char* fragmentSrc3DlmNoColor = MULTILINE_STRING(
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lightToPos += passNormal*32.0;
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// also factor in angle between light and point on surface
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fact *= Q_max(0.0, dot(passNormal, normalize(lightToPos)));
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fact *= max(0.0, dot(passNormal, normalize(lightToPos)));
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lmTex.rgb += dynLights[i].lightColor.rgb * fact * (1.0/256.0);
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@ -801,7 +801,7 @@ static const char* fragmentSrcAlias = MULTILINE_STRING(
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// apply gamma correction and intensity
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texel.rgb *= intensity;
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texel.a *= alpha; // is alpha even used here?
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texel *= Q_min(vec4(1.5), passColor);
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texel *= min(vec4(1.5), passColor);
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outColor.rgb = pow(texel.rgb, vec3(gamma));
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outColor.a = texel.a; // I think alpha shouldn't be modified by gamma and intensity
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@ -864,7 +864,7 @@ static const char* fragmentSrcParticles = MULTILINE_STRING(
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outColor.rgb = pow(texel.rgb, vec3(gamma));
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// I want the particles to fade out towards the edge, the following seems to look nice
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texel.a *= Q_min(1.0, particleFadeFactor*(1.0 - distSquared));
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texel.a *= min(1.0, particleFadeFactor*(1.0 - distSquared));
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outColor.a = texel.a; // I think alpha shouldn't be modified by gamma and intensity
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}
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