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- Added "gl_bandedswlight" to reduce the software light emulation gradient to 32 levels.
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7 changed files with 12 additions and 1 deletions
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@ -43,6 +43,7 @@ void gl_SetTextureMode(int type);
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FRenderState gl_RenderState;
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CVAR(Bool, gl_direct_state_change, true, 0)
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CVAR(Bool, gl_bandedswlight, true, CVAR_ARCHIVE)
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static VSMatrix identityMatrix(1);
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@ -146,6 +147,7 @@ bool FRenderState::ApplyShader()
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activeShader->muDesaturation.Set(mDesaturation / 255.f);
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activeShader->muFogEnabled.Set(fogset);
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activeShader->muPalLightLevels.Set(gl_bandedswlight);
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activeShader->muTextureMode.Set(mTextureMode);
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activeShader->muCameraPos.Set(mCameraPos.vec);
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activeShader->muLightParms.Set(mLightParms);
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@ -214,6 +214,7 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
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muDesaturation.Init(hShader, "uDesaturationFactor");
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muFogEnabled.Init(hShader, "uFogEnabled");
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muPalLightLevels.Init(hShader, "uPalLightLevels");
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muTextureMode.Init(hShader, "uTextureMode");
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muCameraPos.Init(hShader, "uCameraPos");
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muLightParms.Init(hShader, "uLightAttr");
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@ -259,6 +259,7 @@ class FShader
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FBufferedUniform1f muDesaturation;
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FBufferedUniform1i muFogEnabled;
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FBufferedUniform1i muPalLightLevels;
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FBufferedUniform1i muTextureMode;
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FBufferedUniform4f muCameraPos;
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FBufferedUniform4f muLightParms;
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@ -2647,6 +2647,7 @@ GLPREFMNU_SSAO_PORTALS = "Portals with AO";
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GLPREFMNU_FXAA = "FXAA Quality";
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GLPREFMNU_PALTONEMAPORDER = "Tonemap Palette Order";
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GLPREFMNU_PALTONEMAPPOWER = "Tonemap Palette Exponent";
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GLPREFMNU_SWLMBANDED = "Banded SW Lightmode";
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// Option Values
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OPTVAL_SMART = "Smart";
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@ -232,6 +232,7 @@ OptionMenu "GLPrefOptions"
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{
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Title "$GLPREFMNU_TITLE"
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Option "$GLPREFMNU_SECLIGHTMODE", gl_lightmode, "LightingModes"
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Option "$GLPREFMNU_SWLMBANDED", gl_bandedswlight, "OnOff"
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Option "$GLPREFMNU_FOGMODE", gl_fogmode, "FogMode"
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Option "$GLPREFMNU_FOGFORCEFULLBRIGHT", gl_brightfog, "YesNo"
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Slider "$GLPREFMNU_WPNLIGHTSTR", gl_weaponlight, 0,32, 2
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@ -121,7 +121,11 @@ float R_DoomLightingEquation(float light)
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/* The zdoom light equation */
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float vis = globVis / z;
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float shade = 64.0 - (L + 12.0) * 32.0/128.0;
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float lightscale = clamp((shade - min(24.0, vis)) / 32.0, 0.0, 31.0/32.0);
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float lightscale;
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if (uPalLightLevels != 0)
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lightscale = clamp(int(shade - min(24.0, vis)) / 32.0, 0.0, 31.0/32.0);
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else
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lightscale = clamp((shade - min(24.0, vis)) / 32.0, 0.0, 31.0/32.0);
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// Result is the normalized colormap index (0 bright .. 1 dark)
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return lightscale;
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@ -41,6 +41,7 @@ uniform vec4 uLightAttr;
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#define uLightFactor uLightAttr.g
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#define uLightDist uLightAttr.r
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uniform int uFogEnabled;
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uniform int uPalLightLevels;
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// dynamic lights
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uniform int uLightIndex;
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