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https://github.com/ZDoom/gzdoom.git
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- changed handling of DynLight in shader to serve as a global dynamic light color for all lighting modes.
This commit is contained in:
parent
53f4cd0108
commit
52056a05bd
12 changed files with 61 additions and 89 deletions
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@ -182,8 +182,8 @@ struct FDynLightData
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bool gl_GetLight(Plane & p, ADynamicLight * light, int desaturation, bool checkside, bool forceadditive, FDynLightData &data);
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bool gl_SetupLight(Plane & p, ADynamicLight * light, Vector & nearPt, Vector & up, Vector & right, float & scale, int desaturation, bool checkside=true, bool forceadditive=true);
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bool gl_GetLight(Plane & p, ADynamicLight * light, bool checkside, bool forceadditive, FDynLightData &data);
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bool gl_SetupLight(Plane & p, ADynamicLight * light, Vector & nearPt, Vector & up, Vector & right, float & scale, bool checkside=true, bool forceadditive=true);
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bool gl_SetupLightTexture();
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@ -100,8 +100,7 @@ CUSTOM_CVAR (Bool, gl_lights_additive, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG
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// Sets up the parameters to render one dynamic light onto one plane
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//
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//==========================================================================
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bool gl_GetLight(Plane & p, ADynamicLight * light,
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int desaturation, bool checkside, bool forceadditive, FDynLightData &ldata)
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bool gl_GetLight(Plane & p, ADynamicLight * light, bool checkside, bool forceadditive, FDynLightData &ldata)
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{
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Vector fn, pos;
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int i = 0;
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@ -147,14 +146,6 @@ bool gl_GetLight(Plane & p, ADynamicLight * light,
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i = 1;
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}
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if (desaturation>0)
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{
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float gray=(r*77 + g*143 + b*37)/257;
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r= (r*(32-desaturation)+ gray*desaturation)/32;
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g= (g*(32-desaturation)+ gray*desaturation)/32;
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b= (b*(32-desaturation)+ gray*desaturation)/32;
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}
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float *data = &ldata.arrays[i][ldata.arrays[i].Reserve(8)];
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data[0] = x;
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data[1] = z;
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@ -176,7 +167,7 @@ bool gl_GetLight(Plane & p, ADynamicLight * light,
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//
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//==========================================================================
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bool gl_SetupLight(Plane & p, ADynamicLight * light, Vector & nearPt, Vector & up, Vector & right,
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float & scale, int desaturation, bool checkside, bool forceadditive)
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float & scale, bool checkside, bool forceadditive)
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{
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Vector fn, pos;
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@ -256,13 +256,15 @@ PalEntry gl_CalcLightColor(int light, PalEntry pe, int blendfactor, bool force)
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}
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else
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{
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// This is what Legacy does with colored light in 3D volumes. No, it doesn't really make sense...
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// It also doesn't translate well to software style lighting.
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int mixlight = light * (255 - blendfactor);
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r = (mixlight + pe.r * blendfactor) / 255;
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g = (mixlight + pe.g * blendfactor) / 255;
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b = (mixlight + pe.b * blendfactor) / 255;
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}
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return PalEntry(BYTE(r), BYTE(g), BYTE(b));
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return PalEntry(255, BYTE(r), BYTE(g), BYTE(b));
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}
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//==========================================================================
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@ -373,7 +375,7 @@ void gl_SetColor(int light, int rellight, const FColormap * cm, float alpha, Pal
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//
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//==========================================================================
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float gl_GetFogDensity(int lightlevel, PalEntry fogcolor)
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static float gl_GetFogDensity(int lightlevel, PalEntry fogcolor)
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{
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float density;
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@ -417,98 +419,65 @@ float gl_GetFogDensity(int lightlevel, PalEntry fogcolor)
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}
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//==========================================================================
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//
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// Check fog by current lighting info
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//
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//==========================================================================
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bool gl_CheckFog(FColormap *cm, int lightlevel)
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{
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// Check for fog boundaries. This needs a few more checks for the sectors
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bool frontfog;
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PalEntry fogcolor = cm->FadeColor;
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if ((fogcolor.d & 0xffffff) == 0)
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{
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frontfog = false;
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}
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else if (outsidefogdensity != 0 && outsidefogcolor.a!=0xff && (fogcolor.d & 0xffffff) == (outsidefogcolor.d & 0xffffff))
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{
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frontfog = true;
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}
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else if (fogdensity!=0 || (glset.lightmode & 4))
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{
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// case 3: level has fog density set
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frontfog = true;
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}
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else
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{
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// case 4: use light level
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frontfog = lightlevel < 248;
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}
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return frontfog;
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}
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//==========================================================================
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//
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// Check if the current linedef is a candidate for a fog boundary
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//
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// Requirements for a fog boundary:
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// - front sector has no fog
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// - back sector has fog
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// - at least one of both does not have a sky ceiling.
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//
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//==========================================================================
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bool gl_CheckFog(sector_t *frontsector, sector_t *backsector)
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{
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if (gl_fixedcolormap) return false;
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if (frontsector == backsector) return false; // there can't be a boundary if both sides are in the same sector.
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// Check for fog boundaries. This needs a few more checks for the sectors
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bool frontfog, backfog;
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PalEntry fogcolor = frontsector->ColorMap->Fade;
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if ((fogcolor.d & 0xffffff) == 0)
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{
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frontfog = false;
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return false;
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}
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else if (outsidefogdensity != 0 && outsidefogcolor.a!=0xff && (fogcolor.d & 0xffffff) == (outsidefogcolor.d & 0xffffff))
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{
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frontfog = true;
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}
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else if (fogdensity!=0 || (glset.lightmode & 4))
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{
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// case 3: level has fog density set
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frontfog = true;
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}
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else
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{
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// case 4: use light level
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frontfog = frontsector->lightlevel < 248;
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if (frontsector->lightlevel >= 248) return false;
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}
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if (backsector == NULL) return frontfog;
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fogcolor = backsector->ColorMap->Fade;
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if ((fogcolor.d & 0xffffff) == 0)
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{
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backfog = false;
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}
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else if (outsidefogdensity != 0 && outsidefogcolor.a!=0xff && (fogcolor.d & 0xffffff) == (outsidefogcolor.d & 0xffffff))
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{
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backfog = true;
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return false;
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}
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else if (fogdensity!=0 || (glset.lightmode & 4))
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{
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// case 3: level has fog density set
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backfog = true;
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return false;
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}
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else
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{
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// case 4: use light level
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backfog = backsector->lightlevel < 248;
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if (backsector->lightlevel < 248) return false;
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}
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// in all other cases this might create more problems than it solves.
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return (frontfog && !backfog && !gl_fixedcolormap &&
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(frontsector->GetTexture(sector_t::ceiling)!=skyflatnum ||
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return ((frontsector->GetTexture(sector_t::ceiling)!=skyflatnum ||
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backsector->GetTexture(sector_t::ceiling)!=skyflatnum));
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}
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@ -224,15 +224,16 @@ bool FRenderState::ApplyShader()
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glUniform3iv(activeShader->lightrange_index, 1, mNumLights);
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glUniform4fv(activeShader->lights_index, mNumLights[2], mLightData);
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}
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if (glset.lightmode == 8)
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{
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glUniform3fv(activeShader->dlightcolor_index, 1, mDynLight);
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}
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if (mObjectColor != activeShader->currentobjectcolor)
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{
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activeShader->currentobjectcolor = mObjectColor;
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glUniform4f(activeShader->objectcolor_index, mObjectColor.r / 255.f, mObjectColor.g / 255.f, mObjectColor.b / 255.f, mObjectColor.a / 255.f);
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}
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if (mDynColor != activeShader->currentdlightcolor)
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{
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activeShader->currentobjectcolor = mObjectColor;
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glUniform4f(activeShader->dlightcolor_index, mDynColor.r / 255.f, mDynColor.g / 255.f, mDynColor.b / 255.f, 0);
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}
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return true;
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}
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@ -95,7 +95,6 @@ class FRenderState
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bool mBrightmapEnabled;
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int mSpecialEffect;
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int mTextureMode;
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float mDynLight[3];
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float mLightParms[2];
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int mNumLights[3];
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float *mLightData;
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@ -113,6 +112,7 @@ class FRenderState
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FStateVec4 mGlowTopPlane, mGlowBottomPlane;
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PalEntry mFogColor;
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PalEntry mObjectColor;
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PalEntry mDynColor;
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float mFogDensity;
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int mEffectState;
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@ -153,21 +153,25 @@ public:
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void SetColor(float r, float g, float b, float a = 1.f, int desat = 0)
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{
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mColor.Set(r, g, b, a);
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glColor4fv(mColor.vec);
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}
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void SetColor(PalEntry pe, int desat = 0)
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{
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mColor.Set(pe.r/255.f, pe.g/255.f, pe.b/255.f, pe.a/255.f);
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glColor4fv(mColor.vec);
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}
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void SetColorAlpha(PalEntry pe, float alpha = 1.f, int desat = 0)
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{
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mColor.Set(pe.r/255.f, pe.g/255.f, pe.b/255.f, alpha);
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glColor4fv(mColor.vec);
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}
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void ResetColor()
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{
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mColor.Set(1,1,1,1);
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glColor4fv(mColor.vec);
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}
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void SetTextureMode(int mode)
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@ -224,9 +228,12 @@ public:
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void SetDynLight(float r, float g, float b)
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{
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mDynLight[0] = r;
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mDynLight[1] = g;
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mDynLight[2] = b;
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mDynColor = PalEntry(xs_CRoundToInt(r*255), xs_CRoundToInt(g*255), xs_CRoundToInt(b*255));
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}
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void SetDynLight(PalEntry pe)
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{
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mDynColor = pe;
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}
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void SetFog(PalEntry c, float d)
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@ -143,7 +143,7 @@ void GLFlat::DrawSubsectorLights(subsector_t * sub, int pass)
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}
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p.Set(plane.plane);
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if (!gl_SetupLight(p, light, nearPt, up, right, scale, Colormap.colormap, false, foggy))
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if (!gl_SetupLight(p, light, nearPt, up, right, scale, false, foggy))
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{
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node=node->nextLight;
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continue;
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@ -206,7 +206,7 @@ bool GLFlat::SetupSubsectorLights(bool lightsapplied, subsector_t * sub)
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}
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p.Set(plane.plane);
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gl_GetLight(p, light, Colormap.colormap, false, false, lightdata);
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gl_GetLight(p, light, false, false, lightdata);
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node = node->nextLight;
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}
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}
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@ -602,7 +602,7 @@ void GLSkyPortal::DrawContents()
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{
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gl_RenderState.EnableTexture(false);
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foglayer=true;
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glColor4f(FadeColor.r/255.0f,FadeColor.g/255.0f,FadeColor.b/255.0f,skyfog/255.0f);
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gl_RenderState.SetColorAlpha(FadeColor, skyfog / 255.0f);
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RenderDome(FNullTextureID(), NULL, 0, 0, false, CM_DEFAULT);
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gl_RenderState.EnableTexture(true);
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foglayer=false;
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@ -81,7 +81,7 @@ bool GLWall::PrepareLight(texcoord * tcs, ADynamicLight * light)
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return false;
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}
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if (!gl_SetupLight(p, light, nearPt, up, right, scale, Colormap.colormap, true, !!(flags&GLWF_FOGGY)))
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if (!gl_SetupLight(p, light, nearPt, up, right, scale, true, !!(flags&GLWF_FOGGY)))
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{
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return false;
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}
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@ -197,7 +197,7 @@ void GLWall::SetupLights()
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}
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if (outcnt[0]!=4 && outcnt[1]!=4 && outcnt[2]!=4 && outcnt[3]!=4)
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{
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gl_GetLight(p, node->lightsource, Colormap.colormap, true, false, lightdata);
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gl_GetLight(p, node->lightsource, true, false, lightdata);
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}
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}
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}
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@ -286,7 +286,8 @@ void FGLRenderer::DrawPlayerSprites(sector_t * viewsector, bool hudModelStep)
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statebright[0] = statebright[1] = true;
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}
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PalEntry ThingColor = playermo->fillcolor;
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PalEntry ThingColor = (playermo->RenderStyle.Flags & STYLEF_ColorIsFixed) ? playermo->fillcolor : 0xffffff;
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visstyle_t vis;
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vis.RenderStyle=playermo->RenderStyle;
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@ -345,6 +346,7 @@ void FGLRenderer::DrawPlayerSprites(sector_t * viewsector, bool hudModelStep)
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// now draw the different layers of the weapon
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gl_RenderState.EnableBrightmap(true);
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gl_RenderState.SetObjectColor(ThingColor);
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if (statebright[0] || statebright[1])
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{
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// brighten the weapon to reduce the difference between
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if (statebright[i])
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{
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if (fakesec == viewsector || in_area != area_below)
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// under water areas keep most of their color for fullbright objects
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{
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cmc.LightColor.r=
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cmc.LightColor.g=
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}
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else
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{
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cmc.LightColor.r = (3*cmc.LightColor.r + 0xff)/4;
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// under water areas keep most of their color for fullbright objects
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cmc.LightColor.r = (3 * cmc.LightColor.r + 0xff) / 4;
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cmc.LightColor.g = (3*cmc.LightColor.g + 0xff)/4;
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cmc.LightColor.b = (3*cmc.LightColor.b + 0xff)/4;
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}
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DrawPSprite (player,psp,psp->sx+ofsx, psp->sy+ofsy, cm.colormap, hudModelStep, OverrideShader);
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}
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}
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gl_RenderState.SetObjectColor(0xffffffff);
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gl_RenderState.SetDynLight(0, 0, 0);
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gl_RenderState.EnableBrightmap(false);
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glset.lightmode = oldlightmode;
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}
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@ -408,7 +412,7 @@ void FGLRenderer::DrawTargeterSprites()
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gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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gl_RenderState.AlphaFunc(GL_GEQUAL,gl_mask_sprite_threshold);
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gl_RenderState.BlendEquation(GL_FUNC_ADD);
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glColor3f(1.0f,1.0f,1.0f);
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gl_RenderState.ResetColor();
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gl_RenderState.SetTextureMode(TM_MODULATE);
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// The Targeter's sprites are always drawn normally.
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@ -177,6 +177,7 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
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fogcolor_index = glGetUniformLocation(hShader, "fogcolor");
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lights_index = glGetUniformLocation(hShader, "lights");
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dlightcolor_index = glGetUniformLocation(hShader, "dlightcolor");
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objectcolor_index = glGetUniformLocation(hShader, "objectcolor");
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glowbottomcolor_index = glGetUniformLocation(hShader, "bottomglowcolor");
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glowtopcolor_index = glGetUniformLocation(hShader, "topglowcolor");
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@ -42,6 +42,7 @@ class FShader
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int glowtopplane_index;
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int objectcolor_index;
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PalEntry currentdlightcolor;
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PalEntry currentobjectcolor;
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int currentglowstate;
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int currentfogenabled;
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@ -61,7 +62,7 @@ public:
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currentglowstate = currentfogenabled = currenttexturemode = 0;
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currentlightfactor = currentlightdist = 0.0f;
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currentfogdensity = -1;
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currentobjectcolor = currentfogcolor = 0;
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currentdlightcolor = currentobjectcolor = currentfogcolor = 0;
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timer_index = -1;
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desaturation_index = -1;
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@ -24,7 +24,7 @@ uniform vec4 lights[128];
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uniform int fogenabled;
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uniform vec4 fogcolor;
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uniform vec4 objectcolor;
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uniform vec3 dlightcolor;
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uniform vec4 dlightcolor;
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uniform vec3 camerapos;
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varying vec4 pixelpos;
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varying vec4 fogparm;
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@ -95,7 +95,7 @@ vec4 getLightColor(float fogdist, float fogfactor)
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vec4 color = gl_Color;
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#ifdef SOFTLIGHT
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float newlightlevel = 1.0 - R_DoomLightingEquation(lightlevel, gl_FragCoord.z);
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color.rgb *= clamp(vec3(newlightlevel) + dlightcolor, 0.0, 1.0);
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color.rgb *= clamp(vec3(newlightlevel), 0.0, 1.0);
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#endif
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#ifndef NO_FOG
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//
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@ -187,11 +187,6 @@ void main()
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float fogdist = 0.0;
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float fogfactor = 0.0;
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#ifdef DYNLIGHT
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vec4 dynlight = vec4(0.0,0.0,0.0,0.0);
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vec4 addlight = vec4(0.0,0.0,0.0,0.0);
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#endif
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#ifndef NO_FOG
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//
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// calculate fog factor
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@ -214,6 +209,9 @@ void main()
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#ifdef DYNLIGHT
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vec4 dynlight = dlightcolor;
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||||
vec4 addlight = vec4(0.0,0.0,0.0,0.0);
|
||||
|
||||
for(int i=0; i<lightrange.x; i+=2)
|
||||
{
|
||||
vec4 lightpos = lights[i];
|
||||
|
@ -238,13 +236,13 @@ void main()
|
|||
lightcolor.rgb *= max(lightpos.w - distance(pixelpos.xyz, lightpos.xyz),0.0) / lightpos.w;
|
||||
addlight += lightcolor;
|
||||
}
|
||||
frag.rgb = clamp(frag.rgb + dynlight.rgb, 0.0, 1.4);
|
||||
frag.rgb = clamp(frag.rgb + desaturate(dynlight.rgb), 0.0, 1.4);
|
||||
#endif
|
||||
|
||||
frag = Process(frag);
|
||||
|
||||
#ifdef DYNLIGHT
|
||||
frag.rgb += addlight.rgb;
|
||||
frag.rgb += desaturate(addlight.rgb);
|
||||
#endif
|
||||
|
||||
#ifndef NO_FOG
|
||||
|
|
Loading…
Reference in a new issue