- fixed application of detail textures.

This commit is contained in:
Christoph Oelckers 2020-09-25 22:03:11 +02:00
parent 3344e73fed
commit 77841b3154
2 changed files with 2 additions and 2 deletions

View file

@ -578,7 +578,7 @@ public:
mMaterial.mChanged = true; mMaterial.mChanged = true;
mTextureModeFlags = mat->GetLayerFlags(); mTextureModeFlags = mat->GetLayerFlags();
auto scale = mat->GetDetailScale(); auto scale = mat->GetDetailScale();
mStreamData.uDetailParms = { scale.X, scale.Y, 0, 0 }; mStreamData.uDetailParms = { scale.X, scale.Y, 2, 0 };
} }
void SetMaterial(FGameTexture* tex, EUpscaleFlags upscalemask, int scaleflags, int clampmode, int translation, int overrideshader) void SetMaterial(FGameTexture* tex, EUpscaleFlags upscalemask, int scaleflags, int clampmode, int translation, int overrideshader)

View file

@ -572,7 +572,7 @@ void SetMaterialProps(inout Material material, vec2 texCoord)
if ((uTextureMode & TEXF_Detailmap) != 0) if ((uTextureMode & TEXF_Detailmap) != 0)
{ {
vec4 Detail = texture(detailtexture, texCoord.st * uDetailParms.xy) * uDetailParms.z; vec4 Detail = texture(detailtexture, texCoord.st * uDetailParms.xy) * uDetailParms.z;
material.Base *= Detail; material.Base.rgb *= Detail.rgb;
} }
if ((uTextureMode & TEXF_Glowmap) != 0) if ((uTextureMode & TEXF_Glowmap) != 0)