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- fixed light level setup in palette emulation mode.
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2 changed files with 2 additions and 3 deletions
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@ -840,8 +840,6 @@ int32_t wallvisible(int32_t const x, int32_t const y, int16_t const wallnum);
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#define STATUS2DSIZ 144
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#define STATUS2DSIZ 144
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#define STATUS2DSIZ2 26
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#define STATUS2DSIZ2 26
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int32_t videoSetRenderMode(int32_t renderer);
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#ifdef USE_OPENGL
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#ifdef USE_OPENGL
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void renderSetRollAngle(float rolla);
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void renderSetRollAngle(float rolla);
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#endif
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#endif
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@ -40,7 +40,8 @@ vec4 ProcessTexel()
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float visibility = max(uGlobVis * uLightFactor * z - ((u_flags & RF_ShadeInterpolate) != 0.0? 0.5 : 0.0), 0.0);
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float visibility = max(uGlobVis * uLightFactor * z - ((u_flags & RF_ShadeInterpolate) != 0.0? 0.5 : 0.0), 0.0);
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float numShades = float(uPalLightLevels & 255);
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float numShades = float(uPalLightLevels & 255);
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float shade = clamp((uLightLevel + visibility), 0.0, numShades - 1.0);
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float shade = (1.0 - uLightLevel) * (numShades);
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shade = clamp((shade + visibility), 0.0, numShades - 1.0);
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int palindex = int(color.r * 255.0 + 0.1); // The 0.1 is for roundoff error compensation.
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int palindex = int(color.r * 255.0 + 0.1); // The 0.1 is for roundoff error compensation.
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int shadeindex = int(floor(shade));
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int shadeindex = int(floor(shade));
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