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- fixed brightmaps.
They are no longer run through the texture postprocessor and the shader now applies them correctly.
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parent
de59841961
commit
6282062492
2 changed files with 11 additions and 18 deletions
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@ -96,7 +96,7 @@ FHardwareTexture* GLInstance::CreateTrueColorTexture(FTexture* tex, int palid, b
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{
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{
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auto palette = palid < 0? nullptr : palmanager.GetPaletteData(palid);
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auto palette = palid < 0? nullptr : palmanager.GetPaletteData(palid);
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if (palid >= 0 && palette == nullptr) return nullptr;
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if (palid >= 0 && palette == nullptr) return nullptr;
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auto texbuffer = tex->CreateTexBuffer(palette, CTF_ProcessData);
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auto texbuffer = tex->CreateTexBuffer(palette, checkfulltransparency? 0: CTF_ProcessData);
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// Check if the texture is fully transparent. When creating a brightmap such textures can be discarded.
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// Check if the texture is fully transparent. When creating a brightmap such textures can be discarded.
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if (checkfulltransparency)
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if (checkfulltransparency)
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{
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{
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@ -205,26 +205,19 @@ void main()
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}
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}
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else
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else
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{
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{
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if (u_tintFlags != -1) color = convertColor(color);
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color.rgb *= detailColor.rgb;
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color.rgb *= detailColor.rgb;
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if (u_tintFlags != -1) color = convertColor(color);
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vec3 lightcolor = v_color.rgb;
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if ((u_flags & RF_FogDisabled) == 0)
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bool shadeIt = ((u_flags & RF_FogDisabled) == 0);
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// The lighting model here does not really allow more than a simple on/off brightmap because anything more complex inteferes with the shade ramp... :(
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if ((u_flags & RF_Brightmapping) != 0)
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{
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{
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vec4 brightcolor = texture(s_brightmap, v_texCoord.xy);
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if (grayscale(brightcolor) > 0.5)
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{
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shadeIt = false;
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}
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}
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if (shadeIt)
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{
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color.rgb *= lightcolor;
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shade = clamp(shade * u_shadeDiv, 0.0, 1.0); // u_shadeDiv is really 1/shadeDiv.
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shade = clamp(shade * u_shadeDiv, 0.0, 1.0); // u_shadeDiv is really 1/shadeDiv.
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// Apply the shade as a linear depth fade ramp.
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vec3 lightcolor = v_color.rgb * (1.0 - shade);
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color.rgb = mix(color.rgb, u_fogColor.rgb, shade);
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if ((u_flags & RF_Brightmapping) != 0)
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{
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lightcolor = texture(s_brightmap, v_texCoord.xy).rgb;
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}
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color.rgb *= lightcolor;
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color.rgb += u_fogColor.rgb * shade;
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}
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}
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}
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}
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if (color.a < u_alphaThreshold) discard; // it's only here that we have the alpha value available to be able to perform the alpha test.
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if (color.a < u_alphaThreshold) discard; // it's only here that we have the alpha value available to be able to perform the alpha test.
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