- consolidated the redundant texture coordinates.

They were all the same, so no point recalculating them, the copies weren't even correct.
This commit is contained in:
Christoph Oelckers 2019-09-19 00:06:12 +02:00
parent 30dac6be74
commit 3a90d21661

View file

@ -985,7 +985,7 @@ void polymost_glinit()
palettedColor.a = c_one-floor(color.r);\n\ palettedColor.a = c_one-floor(color.r);\n\
color = mix(color, palettedColor, u_usePalette);\n\ color = mix(color, palettedColor, u_usePalette);\n\
\n\ \n\
vec4 detailColor = texture2D(s_detail, gl_TexCoord[3].xy);\n\ vec4 detailColor = texture2D(s_detail, newCoord);\n\
detailColor = mix(c_vec4_one, 2.0*detailColor, u_useDetailMapping*detailColor.a);\n\ detailColor = mix(c_vec4_one, 2.0*detailColor, u_useDetailMapping*detailColor.a);\n\
color.rgb *= detailColor.rgb;\n\ color.rgb *= detailColor.rgb;\n\
\n\ \n\
@ -1004,7 +1004,7 @@ void polymost_glinit()
//float fogFactor = clamp(gl_FogFragCoord, fullbright, c_one);\n\ //float fogFactor = clamp(gl_FogFragCoord, fullbright, c_one);\n\
color.rgb = mix(gl_Fog.color.rgb, color.rgb, fogFactor);\n\ color.rgb = mix(gl_Fog.color.rgb, color.rgb, fogFactor);\n\
\n\ \n\
vec4 glowColor = texture2D(s_glow, gl_TexCoord[4].xy);\n\ vec4 glowColor = texture2D(s_glow, newCoord);\n\
color.rgb = mix(color.rgb, glowColor.rgb, u_useGlowMapping*glowColor.a*(c_one-u_useColorOnly));\n\ color.rgb = mix(color.rgb, glowColor.rgb, u_useGlowMapping*glowColor.a*(c_one-u_useColorOnly));\n\
\n\ \n\
color.a *= v_color.a;\n\ color.a *= v_color.a;\n\