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Polymer: Fix upside-down projective textures
We need to Y-invert the projection texcoords when sampling from the lightmap. git-svn-id: https://svn.eduke32.com/eduke32@2055 1a8010ca-5511-0410-912e-c29ae57300e0
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@ -456,7 +456,7 @@ _prprogrambit prprogrambits[PR_BIT_COUNT] = {
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"uniform sampler2D lightMap;\n"
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"uniform sampler2D lightMap;\n"
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"\n",
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"\n",
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// frag_prog
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// frag_prog
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" lightTexel = texture2D(lightMap, gl_TexCoord[2].st / gl_TexCoord[2].q).rgb;\n"
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" lightTexel = texture2D(lightMap, vec2(gl_TexCoord[2].s, -gl_TexCoord[2].t) / gl_TexCoord[2].q).rgb;\n"
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"\n",
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"\n",
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},
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},
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{
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{
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