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- use uAddColor instead of uObjectColor2 for the ending color of a special colormap range.
Unlike uObjectColor2, this is more global state. uObjectColor2 is part of gradient calculation which may later be offloaded to a secondary buffer which already resulted in only conditionally setting it, resulting in broken special colormap application for the software renderer.
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3 changed files with 3 additions and 3 deletions
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@ -138,7 +138,7 @@ bool FGLRenderState::ApplyShader()
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activeShader->muLightIndex.Set(-1);
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activeShader->muClipSplit.Set(mClipSplit);
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activeShader->muSpecularMaterial.Set(mGlossiness, mSpecularLevel);
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activeShader->muAddColor.Set(mAddColor); // Can this be done without a shader?
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activeShader->muAddColor.Set(mAddColor);
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if (mGlowEnabled)
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{
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@ -155,7 +155,7 @@ void Draw2D(F2DDrawer *drawer, FRenderState &state)
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{
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state.SetTextureMode(TM_FIXEDCOLORMAP);
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state.SetObjectColor(cmd.mSpecialColormap[0]);
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state.SetObjectColor2(cmd.mSpecialColormap[1]);
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state.SetAddColor(cmd.mSpecialColormap[1]);
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}
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state.SetFog(cmd.mColor1, 0);
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state.SetColor(1, 1, 1, 1, cmd.mDesaturate);
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@ -588,7 +588,7 @@ void main()
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if (uTextureMode == 7)
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{
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float gray = grayscale(frag);
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vec4 cm = (uObjectColor + gray * (uObjectColor2 - uObjectColor)) * 2;
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vec4 cm = (uObjectColor + gray * (uAddColor - uObjectColor)) * 2;
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frag = vec4(clamp(cm.rgb, 0.0, 1.0), frag.a);
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}
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frag = frag * ProcessLight(material, vColor);
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