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Add missing file and only include static lights in the lightmaps
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8fa46c722d
commit
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2 changed files with 55 additions and 29 deletions
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@ -305,6 +305,8 @@ void DoomLevelMesh::CreateLightList(DoomLevelMeshSurface* surface, FLightNode* n
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{
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{
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FDynamicLight* light = node->lightsource;
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FDynamicLight* light = node->lightsource;
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if (light->Trace())
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{
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DVector3 pos = light->PosRelative(portalgroup);
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DVector3 pos = light->PosRelative(portalgroup);
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LevelMeshLight meshlight;
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LevelMeshLight meshlight;
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@ -337,6 +339,7 @@ void DoomLevelMesh::CreateLightList(DoomLevelMeshSurface* surface, FLightNode* n
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meshlight.Color.Z = light->GetBlue() * (1.0f / 255.0f);
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meshlight.Color.Z = light->GetBlue() * (1.0f / 255.0f);
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surface->LightListBuffer.push_back(meshlight);
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surface->LightListBuffer.push_back(meshlight);
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}
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node = node->nextLight;
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node = node->nextLight;
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}
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}
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23
wadsrc/static/shaders/lightmap/frag_blur.glsl
Normal file
23
wadsrc/static/shaders/lightmap/frag_blur.glsl
Normal file
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@ -0,0 +1,23 @@
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layout(set = 0, binding = 0) uniform sampler2D tex;
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layout(location = 0) in vec3 worldpos;
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layout(location = 0) out vec4 fragcolor;
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void main()
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{
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ivec2 size = textureSize(tex, 0);
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vec2 texCoord = gl_FragCoord.xy / vec2(size);
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#if defined(BLUR_HORIZONTAL)
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fragcolor =
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textureOffset(tex, texCoord, ivec2( 0, 0)) * 0.5 +
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textureOffset(tex, texCoord, ivec2( 1, 0)) * 0.25 +
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textureOffset(tex, texCoord, ivec2(-1, 0)) * 0.25;
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#else
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fragcolor =
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textureOffset(tex, texCoord, ivec2(0, 0)) * 0.5 +
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textureOffset(tex, texCoord, ivec2(0, 1)) * 0.25 +
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textureOffset(tex, texCoord, ivec2(0,-1)) * 0.25;
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#endif
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}
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