Fix blend call in GLSL

This commit is contained in:
Emile Belanger 2021-07-12 17:54:47 +01:00
parent 4b949fbe5b
commit 1183152ce2
2 changed files with 6 additions and 2 deletions

View file

@ -135,7 +135,7 @@ bool FGLRenderState::ApplyShader()
flavour.texFlags = mTextureModeFlags; if (!mBrightmapEnabled) flavour.texFlags &= ~(TEXF_Brightmap | TEXF_Glowmap);
flavour.texFlags >>= 16; //Move flags to start of word
flavour.blendFlags = (int)(mStreamData.uTextureAddColor.a + 0.01);
flavour.blendFlags = ((int)(mStreamData.uTextureAddColor.a + 0.01) & 0x3fff);
flavour.twoDFog = false;
flavour.fogEnabled = false;

View file

@ -201,7 +201,7 @@ vec4 getTexel(vec2 st)
#if (DEF_BLEND_FLAGS != 0)
// only apply the texture manipulation if it contains something.
texel = ApplyTextureManipulation(texel, DEF_BLEND_FLAGS);
texel = ApplyTextureManipulation(texel);
#endif
@ -275,6 +275,7 @@ float R_ZDoomColormap(float light, float z)
//===========================================================================
float R_DoomLightingEquation(float light)
{
#ifndef PALETTE_EMULATION
// z is the depth in view space, positive going into the screen
float z;
@ -301,6 +302,9 @@ float R_DoomLightingEquation(float light)
// Result is the normalized colormap index (0 bright .. 1 dark)
return clamp(colormap, 0.0, 31.0) / 32.0;
#else
return 0.0; // with palette emulation we do not want real lighting.
#endif
}