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- fixed incompletely changed shader.
It was still using a variable from the first revision that no longer exists.
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2 changed files with 1 additions and 7 deletions
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@ -250,12 +250,6 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
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i_data += "uniform float uDesaturationFactor;\n";
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i_data += "uniform float uInterpolationFactor;\n";
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i_data += "uniform float uObjectDesaturationFactor;\n";
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i_data += "uniform float uObjectColorizeFactor;\n";
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i_data += "uniform int uObjectBlendMode;\n";
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i_data += "uniform int uObjectInvertColor;\n";
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// Glowing walls stuff
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i_data += "uniform vec4 uGlowTopPlane;\n";
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i_data += "uniform vec4 uGlowTopColor;\n";
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@ -110,7 +110,7 @@ const int Tex_Blend_Hardlight = 4;
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texel.rgb = clamp(texel.rgb, 0.0, 1.0);
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// Step 5: Apply a blend. This may just be a translucent overlay or one of the blend modes present in current Build engines.
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if (uObjectBlendMode != 0)
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if ((blendflags & 7) != 0)
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{
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vec3 tcol = texel.rgb * 255.0; // * 255.0 to make it easier to reuse the integer math.
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vec4 tint = uTextureBlendColor * 255.0;
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