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- changed handling of DynLight in shader to serve as a global dynamic light color for all lighting modes.
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53f4cd0108
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12 changed files with 61 additions and 89 deletions
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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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