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- fixed: Desaturation factor was applied incorrectly.
- Also fixed some very strange thing in the shader's desaturate function. For unknown reasons using the 'mix' function there did not work. - fixed: The fog boundary special shader could not be used.
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0cf37f2e51
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2 changed files with 9 additions and 4 deletions
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@ -125,7 +125,7 @@ bool FRenderState::ApplyShader()
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if (gl.hasGLSL())
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{
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FShader *activeShader;
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if (mSpecialEffect > 0)
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if (mSpecialEffect > EFF_NONE)
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{
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activeShader = GLRenderer->mShaderManager->BindEffect(mSpecialEffect);
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}
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@ -151,7 +151,7 @@ bool FRenderState::ApplyShader()
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glColor4fv(mColor.vec);
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activeShader->muDesaturation.Set(mDesaturation);
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activeShader->muDesaturation.Set(mDesaturation / 255.f);
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activeShader->muFogEnabled.Set(fogset);
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activeShader->muTextureMode.Set(mTextureMode);
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activeShader->muCameraPos.Set(mCameraPos.vec);
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@ -31,8 +31,13 @@ vec4 desaturate(vec4 texel)
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{
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if (uDesaturationFactor > 0.0)
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{
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float gray = (texel.r * 0.3 + texel.g * 0.56 + texel.b * 0.14);
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return mix (vec4(gray,gray,gray,texel.a), texel, uDesaturationFactor);
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float gray = (texel.r * 0.3 + texel.g * 0.56 + texel.b * 0.14) * uDesaturationFactor;
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vec4 desaturated = vec4(gray,gray,gray,texel.a);
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// I have absolutely no idea why this works and 'mix' doesn't...
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texel *= (1.0-uDesaturationFactor);
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return texel + desaturated;
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//return mix (desaturated, texel, uDesaturationFactor);
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}
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else
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{
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