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- removed all compensation for the clamped shades.
None of this is needed, the shader can work with out of range shades to produce proper lighting.
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1 changed files with 4 additions and 5 deletions
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@ -402,15 +402,14 @@ inline void SetSpriteTranslucency(const spritetype* sprite, float& alpha, FRende
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extern PalEntry GlobalMapFog;
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extern float GlobalFogDensity;
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__forceinline void SetLightAndFog(FRenderState& state, PalEntry fade, int palette, int orgshade, float visibility, float alpha, bool setcolor = true)
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__forceinline void SetLightAndFog(FRenderState& state, PalEntry fade, int palette, int shade, float visibility, float alpha, bool setcolor = true)
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{
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// Fog must be done before the texture so that the texture selector can override it.
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bool foggy = (GlobalMapFog || (fade & 0xffffff));
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auto ShadeDiv = lookups.tables[palette].ShadeFactor;
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bool shadow = orgshade >= numshades;
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int shade = clamp(orgshade, 0, numshades - 1);
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bool shadow = shade >= numshades;
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if (shadow) state.SetObjectColor(0xff000000);
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if (shadow) state.SetObjectColor(0xff000000); // make sure that nothing lights this up again.
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else state.SetObjectColor(0xffffffff);
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// Disable brightmaps if non-black fog is used.
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@ -427,7 +426,7 @@ __forceinline void SetLightAndFog(FRenderState& state, PalEntry fade, int palett
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state.EnableFog(0);
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state.SetFog(0, 0);
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state.SetSoftLightLevel(gl_fogmode != 0 && ShadeDiv >= 1 / 1000.f ? 255 - Scale(shade, 255, numshades) : 255);
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state.SetLightParms(visibility, orgshade < -numshades / 2 ? 1 / 1000.f : ShadeDiv / (numshades - 2));
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state.SetLightParms(visibility, ShadeDiv / (numshades - 2));
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}
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// The shade rgb from the tint is ignored here.
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