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- fixed Vulkan's uTextureMode setup. Also only mask out the flags we really do not want to avoid surprises in the future.
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2 changed files with 2 additions and 2 deletions
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@ -128,7 +128,7 @@ bool FGLRenderState::ApplyShader()
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activeShader->muFogEnabled.Set(fogset);
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int f = mTextureModeFlags;
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if (!mBrightmapEnabled) f &= TEXF_Detailmap;
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if (!mBrightmapEnabled) f &= ~(TEXF_Brightmap | TEXF_Glowmap);
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activeShader->muTextureMode.Set((mTextureMode == TM_NORMAL && mTempTM == TM_OPAQUE ? TM_OPAQUE : mTextureMode) | f);
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activeShader->muLightParms.Set(mLightParms);
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activeShader->muFogColor.Set(mStreamData.uFogColor);
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@ -374,7 +374,7 @@ void VkRenderState::ApplyPushConstants()
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mPushConstants.uFogEnabled = fogset;
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int f = mTextureModeFlags;
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if (!mBrightmapEnabled)
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if (!mBrightmapEnabled) f &= ~(TEXF_Brightmap|TEXF_Glowmap);
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mPushConstants.uTextureMode = (mTextureMode == TM_NORMAL && tempTM == TM_OPAQUE ? TM_OPAQUE : mTextureMode) | f;
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mPushConstants.uLightDist = mLightParms[0];
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mPushConstants.uLightFactor = mLightParms[1];
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