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- disable palette emulation when map global fog is active.
This doesn't work well together and is pointless anyway as everything needs to be rendered at full brightness. Fixes #99
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2 changed files with 2 additions and 5 deletions
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@ -502,6 +502,7 @@ void displayrooms(int snum, double smoothratio)
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if (sect < 0 || sect >= MAXSECTORS) return;
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GLInterface.SetMapFog(fogactive != 0);
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if (fogactive) hw_int_useindexedcolortextures = false;
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dointerpolations(smoothratio);
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setgamepalette(BASEPAL);
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@ -672,6 +673,7 @@ void displayrooms(int snum, double smoothratio)
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}
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else p->visibility = ud.const_visibility;
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}
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if (fogactive) hw_int_useindexedcolortextures = hw_useindexedcolortextures;
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}
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bool GameInterface::GenerateSavePic()
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@ -54,11 +54,6 @@ vec4 ProcessTexel()
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palettedColor.a = color.r == 0.0? 0.0 : 1.0;// 1.0-floor(color.r);
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color = palettedColor;
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if (uFogDensity != 0.0) // fog hack for RRRA E2L1. Needs to be done better, this is gross, but still preferable to the broken original implementation.
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{
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float fogfactor = 0.55 + 0.3 * exp2 (uFogDensity * abs(z) / 1024.0);
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color.rgb = uFogColor.rgb * (1.0-fogfactor) + color.rgb * fogfactor;// mix(vec3(0.6), color.rgb, fogfactor);
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}
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if (color.a < uAlphaThreshold) discard; // it's only here that we have the alpha value available to be able to perform the alpha test.
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return vec4(color.rgb, 1.0);
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}
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