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- fixed interpolation of palette emulation.
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parent
a6c45a8e52
commit
f106f35598
3 changed files with 6 additions and 5 deletions
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@ -262,6 +262,7 @@ void PolymostRenderState::Apply(FRenderState& state, GLState& oldState)
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FVector4 blendcol(0, 0, 0, 0);
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int flags = 0;
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if (Flags & RF_ShadeInterpolate) flags |= 16384; // hijack a free bit in here.
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if (fullscreenTint != 0xffffff) flags |= 16;
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if (hictint_flags != -1)
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{
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@ -283,8 +284,8 @@ void PolymostRenderState::Apply(FRenderState& state, GLState& oldState)
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blendcol = modcol; // WTF???, but the tinting code really uses the same color for both!
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flags |= (((hictint_flags & TINTF_BLENDMASK) >> 6) + 1) & TextureManipulation::BlendMask;
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}
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addcol.W = flags;
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}
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addcol.W = flags;
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state.SetTextureColors(&modcol.X, &addcol.X, &blendcol.X);
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if (matrixIndex[Matrix_Model] != -1)
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@ -9,7 +9,7 @@ const int RF_ShadeInterpolate = 64;
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vec4 ProcessTexel()
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{
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int u_flags = RF_ShadeInterpolate;
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int blendflags = int(uTextureAddColor.a);
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float fullbright = 0.0;
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vec4 color;
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float coordX = vTexCoord.x;
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@ -30,7 +30,7 @@ vec4 ProcessTexel()
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color = texture(tex, newCoord);
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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 - ((blendflags & 16384) != 0? 0.5 : 0.0), 0.0);
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float numShades = float(uPalLightLevels & 255);
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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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@ -41,7 +41,7 @@ vec4 ProcessTexel()
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int colorIndex = int(colorIndexF * 255.0 + 0.1); // The 0.1 is for roundoff error compensation.
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vec4 palettedColor = texelFetch(texture2, ivec2(colorIndex, 0), 0);
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if ((u_flags & RF_ShadeInterpolate) != 0)
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if ((blendflags & 16384) != 0)
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{
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// Get the next shaded palette index for interpolation
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colorIndexF = texelFetch(texture3, ivec2(palindex, shadeindex+1), 0).r;
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@ -203,7 +203,7 @@ vec4 getTexel(vec2 st)
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// Apply the texture modification colors.
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int blendflags = int(uTextureAddColor.a); // this alpha is unused otherwise
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if (blendflags != 0)
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if ((blendflags & 0x3fff) != 0) // keep the upper flags for other things.
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{
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// only apply the texture manipulation if it contains something.
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texel = ApplyTextureManipulation(texel, blendflags);
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