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- consolidated the redundant texture coordinates.
They were all the same, so no point recalculating them, the copies weren't even correct.
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30dac6be74
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1 changed files with 2 additions and 2 deletions
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@ -985,7 +985,7 @@ void polymost_glinit()
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palettedColor.a = c_one-floor(color.r);\n\
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palettedColor.a = c_one-floor(color.r);\n\
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color = mix(color, palettedColor, u_usePalette);\n\
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color = mix(color, palettedColor, u_usePalette);\n\
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\n\
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\n\
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vec4 detailColor = texture2D(s_detail, gl_TexCoord[3].xy);\n\
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vec4 detailColor = texture2D(s_detail, newCoord);\n\
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detailColor = mix(c_vec4_one, 2.0*detailColor, u_useDetailMapping*detailColor.a);\n\
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detailColor = mix(c_vec4_one, 2.0*detailColor, u_useDetailMapping*detailColor.a);\n\
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color.rgb *= detailColor.rgb;\n\
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color.rgb *= detailColor.rgb;\n\
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\n\
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\n\
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@ -1004,7 +1004,7 @@ void polymost_glinit()
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//float fogFactor = clamp(gl_FogFragCoord, fullbright, c_one);\n\
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//float fogFactor = clamp(gl_FogFragCoord, fullbright, c_one);\n\
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color.rgb = mix(gl_Fog.color.rgb, color.rgb, fogFactor);\n\
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color.rgb = mix(gl_Fog.color.rgb, color.rgb, fogFactor);\n\
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\n\
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\n\
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vec4 glowColor = texture2D(s_glow, gl_TexCoord[4].xy);\n\
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vec4 glowColor = texture2D(s_glow, newCoord);\n\
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color.rgb = mix(color.rgb, glowColor.rgb, u_useGlowMapping*glowColor.a*(c_one-u_useColorOnly));\n\
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color.rgb = mix(color.rgb, glowColor.rgb, u_useGlowMapping*glowColor.a*(c_one-u_useColorOnly));\n\
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\n\
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\n\
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color.a *= v_color.a;\n\
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color.a *= v_color.a;\n\
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