- tweaked the banded software lightmode shader a bit more, looks a little closer (but still not quite...) to real ZDoom in paletted mode

This commit is contained in:
Rachael Alexanderson 2017-07-21 18:45:08 -04:00
parent 8d95ee6882
commit 8d3d271484

View file

@ -122,7 +122,7 @@ float R_DoomLightingEquation(float light)
float shade = 2.0 - (L + 12.0) / 128.0; float shade = 2.0 - (L + 12.0) / 128.0;
float lightscale; float lightscale;
if ((uPalLightLevels & 0xff) != 0) if ((uPalLightLevels & 0xff) != 0)
lightscale = float(-int(-(shade - vis) * 32.0)) / 32.0; lightscale = float(-floor(-(shade - vis) * 31.0) - 0.5) / 31.0;
else else
lightscale = shade - vis; lightscale = shade - vis;