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- fixed: in the availability of gl_fogmode == 0, default to having square fog instead of radial fog in gl_lightmode == 8
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1 changed files with 3 additions and 3 deletions
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@ -114,13 +114,13 @@ float R_DoomLightingEquation(float light)
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// z is the depth in view/eye space, positive going into the screen
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float z;
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if ((uPalLightLevels >> 8) == 1)
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if ((uPalLightLevels >> 8) == 2)
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{
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z = pixelpos.w;
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z = distance(pixelpos.xyz, uCameraPos.xyz);
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}
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else
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{
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z = distance(pixelpos.xyz, uCameraPos.xyz);
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z = pixelpos.w;
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}
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// The zdoom light equation
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