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- don't let the light go completely black with software-emulated lighting.
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@ -134,7 +134,7 @@ float R_DoomLightingEquation(float light, float dist)
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/* L in the range 0 to 63 */
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/* L in the range 0 to 63 */
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float L = light * 63.0/31.0;
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float L = light * 63.0/31.0;
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float min_L = clamp(36.0/31.0 - L, 0.0, 1.0);
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float min_L = clamp(36.0/31.0 - L, 0.03, 1.0);
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// Fix objects getting totally black when close.
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// Fix objects getting totally black when close.
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if (dist < 0.0001)
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if (dist < 0.0001)
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