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- tweaked the banded software lightmode shader a bit more, looks a little closer (but still not quite...) to real ZDoom in paletted mode
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@ -122,7 +122,7 @@ float R_DoomLightingEquation(float light)
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float shade = 2.0 - (L + 12.0) / 128.0;
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float lightscale;
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if ((uPalLightLevels & 0xff) != 0)
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lightscale = float(-int(-(shade - vis) * 32.0)) / 32.0;
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lightscale = float(-floor(-(shade - vis) * 31.0) - 0.5) / 31.0;
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else
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lightscale = shade - vis;
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