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Normal warping surfaces (SURF_DRAWTURB) with water etc should use brightness 0.5*intensity (like they did before), but those with lava should be brighter, so use 1.0*intensity in the shader. The reason that intensity needs to be scaled down is that these surfaces have no lightmaps, so they'd be rendered fullbright otherwise. I'm using the simple heuristic of texturename contains "lava" to detect lava textures. |
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backends | ||
client | ||
common | ||
game | ||
server | ||
win-wrapper |