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- always enforce a minimum distance for fog when fogmode is set to standard. without this, it was possible for the GPU to error out and stop rendering pixels for certain screen blocks
# Conflicts: # wadsrc/static/shaders/glsl/main.fp
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1 changed files with 2 additions and 2 deletions
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@ -430,7 +430,7 @@ vec3 AmbientOcclusionColor()
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//
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if (uFogEnabled == -1)
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{
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fogdist = pixelpos.w;
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fogdist = max(16.0, pixelpos.w);
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}
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else
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{
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@ -472,7 +472,7 @@ void main()
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{
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if (uFogEnabled == 1 || uFogEnabled == -1)
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{
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fogdist = pixelpos.w;
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fogdist = max(16.0, pixelpos.w);
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}
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else
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{
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