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- fixed application of detail textures.
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parent
3344e73fed
commit
77841b3154
2 changed files with 2 additions and 2 deletions
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@ -578,7 +578,7 @@ public:
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mMaterial.mChanged = true;
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mMaterial.mChanged = true;
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mTextureModeFlags = mat->GetLayerFlags();
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mTextureModeFlags = mat->GetLayerFlags();
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auto scale = mat->GetDetailScale();
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auto scale = mat->GetDetailScale();
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mStreamData.uDetailParms = { scale.X, scale.Y, 0, 0 };
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mStreamData.uDetailParms = { scale.X, scale.Y, 2, 0 };
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}
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}
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void SetMaterial(FGameTexture* tex, EUpscaleFlags upscalemask, int scaleflags, int clampmode, int translation, int overrideshader)
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void SetMaterial(FGameTexture* tex, EUpscaleFlags upscalemask, int scaleflags, int clampmode, int translation, int overrideshader)
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@ -572,7 +572,7 @@ void SetMaterialProps(inout Material material, vec2 texCoord)
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if ((uTextureMode & TEXF_Detailmap) != 0)
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if ((uTextureMode & TEXF_Detailmap) != 0)
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{
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{
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vec4 Detail = texture(detailtexture, texCoord.st * uDetailParms.xy) * uDetailParms.z;
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vec4 Detail = texture(detailtexture, texCoord.st * uDetailParms.xy) * uDetailParms.z;
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material.Base *= Detail;
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material.Base.rgb *= Detail.rgb;
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}
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}
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if ((uTextureMode & TEXF_Glowmap) != 0)
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if ((uTextureMode & TEXF_Glowmap) != 0)
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