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Polymer/ART mapping: fix formula for globalvisibility.
Also, very slightly tweak a factor toward a "brighter" (farther visible) scene overall to account for the "circular" nature of the fragment distance (as opposed to an "ortho" distance in Build). git-svn-id: https://svn.eduke32.com/eduke32@3962 1a8010ca-5511-0410-912e-c29ae57300e0
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1 changed files with 7 additions and 2 deletions
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@ -283,7 +283,12 @@ _prprogrambit prprogrambits[PR_BIT_COUNT] = {
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"varying vec3 horizDistance;\n"
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"varying vec3 horizDistance;\n"
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"\n",
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"\n",
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// frag_prog
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// frag_prog
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" float shadeLookup = length(horizDistance) / 1.024 * visibility;\n"
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// NOTE: the denominator was 1.024, but we increase it towards a bit
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// farther far clipoff distance to account for the fact that the
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// distance to the fragment is the common Euclidean one, as opposed to
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// the "ortho" distance of Build.
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" float shadeLookup = length(horizDistance) / 1.07 * visibility;\n"
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" shadeLookup = shadeLookup + shadeOffset;\n"
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" shadeLookup = shadeLookup + shadeOffset;\n"
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"\n"
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"\n"
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" float colorIndex = texture2D(artMap, commonTexCoord.st).r * 256.0;\n"
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" float colorIndex = texture2D(artMap, commonTexCoord.st).r * 256.0;\n"
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@ -4965,7 +4970,7 @@ static int32_t polymer_bindmaterial(_prmaterial material, int16_t* lights,
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texunit++;
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texunit++;
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bglUniform1fARB(prprograms[programbits].uniform_shadeOffset, material.shadeoffset);
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bglUniform1fARB(prprograms[programbits].uniform_shadeOffset, material.shadeoffset);
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bglUniform1fARB(prprograms[programbits].uniform_visibility, (globalvisibility - 2048.0) / 2048.0 + material.visibility);
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bglUniform1fARB(prprograms[programbits].uniform_visibility, globalvisibility/2048.0 * material.visibility);
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}
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}
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// PR_BIT_DIFFUSE_MAP
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// PR_BIT_DIFFUSE_MAP
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