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https://github.com/ZDoom/gzdoom.git
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- use Doom64 colors on sectors and linedefs.
This commit is contained in:
parent
12d073a27d
commit
ee22a9371b
18 changed files with 62 additions and 35 deletions
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@ -1898,6 +1898,7 @@ void AM_drawSubsectors()
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double scalex, scaley;
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double originx, originy;
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FDynamicColormap *colormap;
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PalEntry flatcolor;
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mpoint_t originpt;
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screen->StartSimplePolys();
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@ -1941,6 +1942,7 @@ void AM_drawSubsectors()
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colormap = sec->ColorMap;
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FTextureID maptex = sec->GetTexture(sector_t::floor);
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flatcolor = sec->SpecialColors[sector_t::floor];
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scalex = sec->GetXScale(sector_t::floor);
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scaley = sec->GetYScale(sector_t::floor);
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@ -1989,6 +1991,7 @@ void AM_drawSubsectors()
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if (roverz < cmpz)
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{
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maptex = *(rover->top.texture);
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flatcolor = *(rover->top.flatcolor);
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floorplane = rover->top.plane;
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sector_t *model = rover->top.model;
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int selector = (rover->flags & FF_INVERTPLANES) ? sector_t::floor : sector_t::ceiling;
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@ -2049,6 +2052,7 @@ void AM_drawSubsectors()
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scale / scaley,
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rotation,
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colormap,
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flatcolor,
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floorlight,
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f_y + f_h
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);
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@ -3875,7 +3875,7 @@ void FParser::SF_SetColor(void)
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color.r=intvalue(t_argv[1]);
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color.g=intvalue(t_argv[2]);
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color.b=intvalue(t_argv[3]);
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color.a = (DFraggleThinker::ActiveThinker->setcolormaterial) ? 255 : 0;
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color.a = 0;
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}
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else return;
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@ -3891,7 +3891,7 @@ void FParser::SF_SetColor(void)
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for (int j = 0; j < 4; j++) level.sectors[i].SpecialColors[j] = color;
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// simulates 'nocoloredspritelighting' settings.
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int v = (color.r + color.g + color.b) / 3;
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level.sectors[i].SpecialColors[4] = (255 + v + v) / 3;
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level.sectors[i].SpecialColors[sector_t::sprites] = (255 + v + v) / 3;
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}
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}
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}
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@ -174,7 +174,7 @@ void F2DDrawer::AddTexture(FTexture *img, DrawParms &parms)
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void F2DDrawer::AddPoly(FTexture *texture, FVector2 *points, int npoints,
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double originx, double originy, double scalex, double scaley,
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DAngle rotation, FDynamicColormap *colormap, int lightlevel)
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DAngle rotation, FDynamicColormap *colormap, PalEntry flatcolor, int lightlevel)
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{
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FMaterial *gltexture = FMaterial::ValidateTexture(texture, false);
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@ -191,6 +191,7 @@ void F2DDrawer::AddPoly(FTexture *texture, FVector2 *points, int npoints,
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poly.mLightLevel = lightlevel;
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poly.mVertCount = npoints;
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poly.mVertIndex = (int)mVertices.Reserve(npoints);
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poly.mFlatColor = flatcolor;
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bool dorotate = rotation != 0;
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@ -438,8 +439,10 @@ void F2DDrawer::Draw()
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cm = dsp->mColormap;
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gl_SetColor(dsp->mLightLevel, 0, cm, 1.f);
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gl_RenderState.SetMaterial(dsp->mTexture, CLAMP_NONE, 0, -1, false);
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gl_RenderState.SetObjectColor(dsp->mFlatColor|0xff000000);
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gl_RenderState.Apply();
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glDrawArrays(GL_TRIANGLE_FAN, dsp->mVertIndex, dsp->mVertCount);
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gl_RenderState.SetObjectColor(0xffffffff);
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break;
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}
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@ -45,6 +45,7 @@ class F2DDrawer : public FSimpleVertexBuffer
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FMaterial *mTexture;
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int mLightLevel;
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FDynamicColormap *mColormap;
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PalEntry mFlatColor;
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};
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TArray<FSimpleVertex> mVertices;
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@ -61,7 +62,7 @@ public:
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void AddPoly(FTexture *texture, FVector2 *points, int npoints,
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double originx, double originy, double scalex, double scaley,
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DAngle rotation, FDynamicColormap *colormap, int lightlevel);
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DAngle rotation, FDynamicColormap *colormap, PalEntry flatcolor, int lightlevel);
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void AddLine(int x1, int y1, int x2, int y2, int palcolor, uint32 color);
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void AddPixel(int x1, int y1, int palcolor, uint32 color);
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@ -216,7 +216,7 @@ public:
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void FillSimplePoly(FTexture *texture, FVector2 *points, int npoints,
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double originx, double originy, double scalex, double scaley,
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DAngle rotation, FDynamicColormap *colormap, int lightlevel, int bottomclip);
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DAngle rotation, FDynamicColormap *colormap, PalEntry flatcolor, int lightlevel, int bottomclip);
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int PTM_BestColor (const uint32 *pal_in, int r, int g, int b, int first, int num);
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@ -169,8 +169,6 @@ bool FRenderState::ApplyShader()
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{
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activeShader->muGlowTopColor.Set(mGlowTop.vec);
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activeShader->muGlowBottomColor.Set(mGlowBottom.vec);
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activeShader->muGlowTopPlane.Set(mGlowTopPlane.vec);
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activeShader->muGlowBottomPlane.Set(mGlowBottomPlane.vec);
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activeShader->currentglowstate = 1;
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}
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else if (activeShader->currentglowstate)
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@ -178,10 +176,13 @@ bool FRenderState::ApplyShader()
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// if glowing is on, disable it.
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activeShader->muGlowTopColor.Set(nulvec);
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activeShader->muGlowBottomColor.Set(nulvec);
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activeShader->muGlowTopPlane.Set(nulvec);
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activeShader->muGlowBottomPlane.Set(nulvec);
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activeShader->currentglowstate = 0;
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}
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if (mGlowEnabled || mObjectColor2.a != 0)
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{
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activeShader->muGlowTopPlane.Set(mGlowTopPlane.vec);
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activeShader->muGlowBottomPlane.Set(mGlowBottomPlane.vec);
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}
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if (mSplitEnabled)
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{
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@ -379,6 +379,7 @@ void GLFlat::Draw(int pass, bool trans) // trans only has meaning for GLPASS_LIG
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case GLPASS_ALL: // Same, but also creates the dynlight data.
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gl_SetColor(lightlevel, rel, Colormap,1.0f);
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gl_SetFog(lightlevel, rel, &Colormap, false);
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gl_RenderState.SetObjectColor(FlatColor | 0xff000000);
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if (sector->special != GLSector_Skybox)
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{
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gl_RenderState.SetMaterial(gltexture, CLAMP_NONE, 0, -1, false);
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@ -391,6 +392,7 @@ void GLFlat::Draw(int pass, bool trans) // trans only has meaning for GLPASS_LIG
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gl_RenderState.SetMaterial(gltexture, CLAMP_XY, 0, -1, false);
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DrawSkyboxSector(pass, (pass == GLPASS_ALL || dynlightindex > -1));
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}
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gl_RenderState.SetObjectColor(0xffffffff);
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break;
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case GLPASS_LIGHTSONLY:
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@ -404,6 +406,7 @@ void GLFlat::Draw(int pass, bool trans) // trans only has meaning for GLPASS_LIG
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if (renderstyle==STYLE_Add) gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE);
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gl_SetColor(lightlevel, rel, Colormap, alpha);
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gl_SetFog(lightlevel, rel, &Colormap, false);
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gl_RenderState.SetObjectColor(FlatColor | 0xff000000);
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if (!gltexture)
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{
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gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f);
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@ -421,6 +424,7 @@ void GLFlat::Draw(int pass, bool trans) // trans only has meaning for GLPASS_LIG
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gl_RenderState.EnableTextureMatrix(false);
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}
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if (renderstyle==STYLE_Add) gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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gl_RenderState.SetObjectColor(0xffffffff);
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break;
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case GLPASS_LIGHTTEX:
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@ -546,8 +550,16 @@ void GLFlat::SetFrom3DFloor(F3DFloor *rover, bool top, bool underside)
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lightlist_t *light = P_GetPlaneLight(sector, plane.plane, underside);
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lightlevel = gl_ClampLight(*light->p_lightlevel);
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if (rover->flags & FF_FOG) Colormap.LightColor = (light->extra_colormap)->Fade;
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else Colormap.CopyFrom3DLight(light);
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if (rover->flags & FF_FOG)
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{
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Colormap.LightColor = (light->extra_colormap)->Fade;
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FlatColor = 0xffffffff;
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}
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else
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{
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Colormap.CopyFrom3DLight(light);
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FlatColor = *plane.flatcolor;
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}
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alpha = rover->alpha/255.0f;
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@ -604,6 +616,7 @@ void GLFlat::ProcessSector(sector_t * frontsector)
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lightlevel = gl_ClampLight(frontsector->GetFloorLight());
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Colormap = frontsector->ColorMap;
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FlatColor = frontsector->SpecialColors[sector_t::floor];
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port = frontsector->ValidatePortal(sector_t::floor);
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if ((stack = (port != NULL)))
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{
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@ -663,6 +676,7 @@ void GLFlat::ProcessSector(sector_t * frontsector)
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lightlevel = gl_ClampLight(frontsector->GetCeilingLight());
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Colormap = frontsector->ColorMap;
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FlatColor = frontsector->SpecialColors[sector_t::ceiling];
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port = frontsector->ValidatePortal(sector_t::ceiling);
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if ((stack = (port != NULL)))
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{
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@ -301,6 +301,7 @@ public:
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FMaterial *gltexture;
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FColormap Colormap; // light and fog
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PalEntry FlatColor;
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ERenderStyle renderstyle;
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float alpha;
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@ -24,6 +24,7 @@
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#include "p_local.h"
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#include "p_lnspec.h"
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#include "a_sharedglobal.h"
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#include "g_levellocals.h"
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#include "gl/gl_functions.h"
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#include "gl/system/gl_interface.h"
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@ -326,9 +327,9 @@ void GLWall::RenderTextured(int rflags)
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if (flags & GLWF_GLOW)
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{
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gl_RenderState.EnableGlow(true);
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gl_RenderState.SetGlowPlanes(topplane, bottomplane);
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gl_RenderState.SetGlowParams(topglowcolor, bottomglowcolor);
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}
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gl_RenderState.SetGlowPlanes(topplane, bottomplane);
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gl_RenderState.SetMaterial(gltexture, flags & 3, 0, -1, false);
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if (type == RENDERWALL_M2SNF)
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@ -339,12 +340,14 @@ void GLWall::RenderTextured(int rflags)
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}
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gl_SetFog(255, 0, NULL, false);
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}
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gl_RenderState.SetObjectColor(seg->frontsector->SpecialColors[sector_t::walltop] | 0xff000000);
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gl_RenderState.SetObjectColor2(seg->frontsector->SpecialColors[sector_t::wallbottom] | 0xff000000);
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float absalpha = fabsf(alpha);
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if (lightlist == NULL)
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{
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gl_SetColor(lightlevel, rel, Colormap, absalpha);
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if (type != RENDERWALL_M2SNF) gl_SetFog(lightlevel, rel, &Colormap, RenderStyle == STYLE_Add);
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gl_SetColor((seg->frontsector->MoreFlags & SECF_SPECIALCOLORSABSOLUTE)? 255 : lightlevel, rel, Colormap, absalpha);
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RenderWall(rflags);
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}
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else
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@ -364,7 +367,7 @@ void GLWall::RenderTextured(int rflags)
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FColormap thiscm;
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thiscm.FadeColor = Colormap.FadeColor;
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thiscm.CopyFrom3DLight(&(*lightlist)[i]);
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gl_SetColor(thisll, rel, thiscm, absalpha);
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gl_SetColor((seg->frontsector->MoreFlags & SECF_SPECIALCOLORSABSOLUTE) ? 255 : thisll, rel, thiscm, absalpha);
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if (type != RENDERWALL_M2SNF) gl_SetFog(thisll, rel, &thiscm, RenderStyle == STYLE_Add);
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gl_RenderState.SetSplitPlanes((*lightlist)[i].plane, lowplane);
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RenderWall(rflags);
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@ -374,6 +377,8 @@ void GLWall::RenderTextured(int rflags)
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gl_RenderState.EnableSplit(false);
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}
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gl_RenderState.SetObjectColor(0xffffffff);
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gl_RenderState.SetObjectColor2(0);
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gl_RenderState.SetTextureMode(tmode);
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gl_RenderState.EnableGlow(false);
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}
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@ -470,11 +470,11 @@ void OpenGLFrameBuffer::Clear(int left, int top, int right, int bottom, int palc
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void OpenGLFrameBuffer::FillSimplePoly(FTexture *texture, FVector2 *points, int npoints,
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double originx, double originy, double scalex, double scaley,
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DAngle rotation, FDynamicColormap *colormap, int lightlevel, int bottomclip)
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DAngle rotation, FDynamicColormap *colormap, PalEntry flatcolor, int lightlevel, int bottomclip)
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{
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if (GLRenderer != nullptr && GLRenderer->m2DDrawer != nullptr && npoints >= 3)
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{
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GLRenderer->m2DDrawer->AddPoly(texture, points, npoints, originx, originy, scalex, scaley, rotation, colormap, lightlevel);
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GLRenderer->m2DDrawer->AddPoly(texture, points, npoints, originx, originy, scalex, scaley, rotation, colormap, flatcolor, lightlevel);
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}
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}
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@ -71,7 +71,7 @@ public:
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void FillSimplePoly(FTexture *tex, FVector2 *points, int npoints,
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double originx, double originy, double scalex, double scaley,
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DAngle rotation, FDynamicColormap *colormap, int lightlevel, int bottomclip);
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DAngle rotation, FDynamicColormap *colormap, PalEntry flatcolor, int lightlevel, int bottomclip);
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FNativePalette *CreatePalette(FRemapTable *remap);
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@ -136,12 +136,14 @@ static void P_Add3DFloor(sector_t* sec, sector_t* sec2, line_t* master, int flag
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{
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ffloor->bottom.plane = &sec2->floorplane;
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ffloor->bottom.texture = &sec2->planes[sector_t::floor].Texture;
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ffloor->bottom.flatcolor = &sec2->SpecialColors[sector_t::floor];
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ffloor->bottom.isceiling = sector_t::floor;
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}
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else
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{
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ffloor->bottom.plane = &sec2->ceilingplane;
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ffloor->bottom.texture = &sec2->planes[sector_t::ceiling].Texture;
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ffloor->bottom.flatcolor = &sec2->SpecialColors[sector_t::ceiling];
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ffloor->bottom.isceiling = sector_t::ceiling;
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}
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@ -149,6 +151,7 @@ static void P_Add3DFloor(sector_t* sec, sector_t* sec2, line_t* master, int flag
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{
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ffloor->top.plane = &sec2->ceilingplane;
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ffloor->top.texture = &sec2->planes[sector_t::ceiling].Texture;
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ffloor->top.flatcolor = &sec2->SpecialColors[sector_t::ceiling];
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ffloor->toplightlevel = &sec2->lightlevel;
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ffloor->top.isceiling = sector_t::ceiling;
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}
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@ -156,6 +159,7 @@ static void P_Add3DFloor(sector_t* sec, sector_t* sec2, line_t* master, int flag
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{
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ffloor->top.plane = &sec->floorplane;
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ffloor->top.texture = &sec2->planes[sector_t::floor].Texture;
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ffloor->top.flatcolor = &sec2->SpecialColors[sector_t::floor];
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ffloor->toplightlevel = &sec->lightlevel;
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ffloor->top.isceiling = sector_t::floor;
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ffloor->top.model = sec;
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@ -165,10 +169,7 @@ static void P_Add3DFloor(sector_t* sec, sector_t* sec2, line_t* master, int flag
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if (flags&FF_INVERTSECTOR)
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{
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// switch the planes
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F3DFloor::planeref sp = ffloor->top;
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ffloor->top=ffloor->bottom;
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ffloor->bottom=sp;
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std::swap(ffloor->top, ffloor->bottom);
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if (flags&FF_SWIMMABLE)
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{
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@ -192,11 +193,10 @@ static void P_Add3DFloor(sector_t* sec, sector_t* sec2, line_t* master, int flag
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ffloor->flags &= ~FF_ADDITIVETRANS;
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}
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if(flags & FF_THISINSIDE) {
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if(flags & FF_THISINSIDE)
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{
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// switch the planes
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F3DFloor::planeref sp = ffloor->top;
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ffloor->top=ffloor->bottom;
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ffloor->bottom=sp;
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std::swap(ffloor->top, ffloor->bottom);
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}
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sec->e->XFloor.ffloors.Push(ffloor);
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@ -69,6 +69,7 @@ struct F3DFloor
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secplane_t * plane;
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const FTextureID * texture;
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sector_t * model;
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PalEntry * flatcolor;
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int isceiling;
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int vindex;
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bool copied;
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@ -1272,7 +1272,7 @@ void DCanvas::FinishSimplePolys()
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void DCanvas::FillSimplePoly(FTexture *tex, FVector2 *points, int npoints,
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double originx, double originy, double scalex, double scaley, DAngle rotation,
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FDynamicColormap *colormap, int lightlevel, int bottomclip)
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FDynamicColormap *colormap, PalEntry flatcolor, int lightlevel, int bottomclip)
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{
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#ifndef NO_SWRENDER
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using namespace swrenderer;
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@ -224,7 +224,7 @@ public:
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// Fill a simple polygon with a texture
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virtual void FillSimplePoly(FTexture *tex, FVector2 *points, int npoints,
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double originx, double originy, double scalex, double scaley, DAngle rotation,
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struct FDynamicColormap *colormap, int lightlevel, int bottomclip);
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struct FDynamicColormap *colormap, PalEntry flatcolor, int lightlevel, int bottomclip);
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// Set an area to a specified color
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virtual void Clear (int left, int top, int right, int bottom, int palcolor, uint32 color);
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@ -3092,7 +3092,7 @@ void D3DFB::FlatFill(int left, int top, int right, int bottom, FTexture *src, bo
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void D3DFB::FillSimplePoly(FTexture *texture, FVector2 *points, int npoints,
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double originx, double originy, double scalex, double scaley,
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DAngle rotation, FDynamicColormap *colormap, int lightlevel, int bottomclip)
|
||||
DAngle rotation, FDynamicColormap *colormap, PalEntry flatcolor, int lightlevel, int bottomclip)
|
||||
{
|
||||
// Use an equation similar to player sprites to determine shade
|
||||
double fadelevel = clamp((LIGHT2SHADE(lightlevel)/65536. - 12) / NUMCOLORMAPS, 0.0, 1.0);
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|
@ -3113,7 +3113,7 @@ void D3DFB::FillSimplePoly(FTexture *texture, FVector2 *points, int npoints,
|
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}
|
||||
if (In2D < 2)
|
||||
{
|
||||
Super::FillSimplePoly(texture, points, npoints, originx, originy, scalex, scaley, rotation, colormap, lightlevel, bottomclip);
|
||||
Super::FillSimplePoly(texture, points, npoints, originx, originy, scalex, scaley, rotation, colormap, flatcolor, lightlevel, bottomclip);
|
||||
return;
|
||||
}
|
||||
if (!InScene)
|
||||
|
|
|
@ -265,7 +265,7 @@ public:
|
|||
void DrawPixel(int x, int y, int palcolor, uint32 rgbcolor);
|
||||
void FillSimplePoly(FTexture *tex, FVector2 *points, int npoints,
|
||||
double originx, double originy, double scalex, double scaley,
|
||||
DAngle rotation, FDynamicColormap *colormap, int lightlevel, int bottomclip) override;
|
||||
DAngle rotation, FDynamicColormap *colormap, PalEntry flatcolor, int lightlevel, int bottomclip) override;
|
||||
bool WipeStartScreen(int type);
|
||||
void WipeEndScreen();
|
||||
bool WipeDo(int ticks);
|
||||
|
|
|
@ -54,10 +54,7 @@ void main()
|
|||
float bottomatpoint = -((uGlowBottomPlane.w + uGlowBottomPlane.x * worldcoord.x + uGlowBottomPlane.y * worldcoord.z) * uGlowBottomPlane.z);
|
||||
glowdist.x = topatpoint - worldcoord.y;
|
||||
glowdist.y = worldcoord.y - bottomatpoint;
|
||||
glowdist.z = glowdist.x / (topatpoint - bottomatpoint);
|
||||
|
||||
|
||||
return (uGlowTopPlane.w + normal.X*v->fX() + normal.Y*v->fY()) * negiC;
|
||||
glowdist.z = clamp(glowdist.x / (topatpoint - bottomatpoint), 0.0, 1.0);
|
||||
|
||||
if (uSplitBottomPlane.z != 0.0)
|
||||
{
|
||||
|
|
Loading…
Reference in a new issue