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Revert to spherical shading; it's not like you could look up in classic anyway.
git-svn-id: https://svn.eduke32.com/eduke32@3739 1a8010ca-5511-0410-912e-c29ae57300e0
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2 changed files with 4 additions and 13 deletions
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@ -151,7 +151,6 @@ typedef struct s_prrograminfo {
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GLuint uniform_lookupMap;
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GLuint uniform_shadeOffset;
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GLuint uniform_visibility;
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GLuint uniform_planarPos;
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// PR_BIT_DIFFUSE_MAP
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GLint uniform_diffuseMap;
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GLint uniform_diffuseScale;
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@ -267,12 +267,11 @@ _prprogrambit prprogrambits[PR_BIT_COUNT] = {
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{
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1 << PR_BIT_ART_MAP,
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// vert_def
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"uniform vec2 planarPos;\n"
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"varying vec2 horizDistance;\n"
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"varying vec3 horizDistance;\n"
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"\n",
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// vert_prog
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" gl_TexCoord[0] = gl_MultiTexCoord0;\n"
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" horizDistance = planarPos - curVertex.xz;\n"
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" horizDistance = vec3(gl_ModelViewMatrix * curVertex);\n"
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"\n",
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// frag_def
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"uniform sampler2D artMap;\n"
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@ -280,10 +279,10 @@ _prprogrambit prprogrambits[PR_BIT_COUNT] = {
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"uniform sampler2D lookupMap;\n"
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"uniform float shadeOffset;\n"
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"uniform float visibility;\n"
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"varying vec2 horizDistance;\n"
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"varying vec3 horizDistance;\n"
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"\n",
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// frag_prog
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" float shadeLookup = length(horizDistance) / 1024.0 * visibility;\n"
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" float shadeLookup = length(horizDistance) / 1.024 * visibility;\n"
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" shadeLookup = clamp(shadeLookup + shadeOffset, 0.0, 32.0);\n"
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"\n"
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" float colorIndex = texture2D(artMap, commonTexCoord.st).r;\n"
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@ -4927,8 +4926,6 @@ static int32_t polymer_bindmaterial(_prmaterial material, int16_t* lights,
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// PR_BIT_ART_MAP
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if (programbits & prprogrambits[PR_BIT_ART_MAP].bit)
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{
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float pos[2];
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bglActiveTextureARB(texunit + GL_TEXTURE0_ARB);
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bglBindTexture(GL_TEXTURE_2D, material.artmap);
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@ -4950,12 +4947,8 @@ static int32_t polymer_bindmaterial(_prmaterial material, int16_t* lights,
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texunit++;
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pos[0] = (float)globalposy;
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pos[1] = -(float)globalposx;
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bglUniform1fARB(prprograms[programbits].uniform_shadeOffset, material.shadeoffset);
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bglUniform1fARB(prprograms[programbits].uniform_visibility, (globalvisibility - 2048.0) / 2048.0 + material.visibility);
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bglUniform2fvARB(prprograms[programbits].uniform_planarPos, 1, pos);
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}
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// PR_BIT_DIFFUSE_MAP
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@ -5317,7 +5310,6 @@ static void polymer_compileprogram(int32_t programbits)
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prprograms[programbits].uniform_lookupMap = bglGetUniformLocationARB(program, "lookupMap");
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prprograms[programbits].uniform_shadeOffset = bglGetUniformLocationARB(program, "shadeOffset");
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prprograms[programbits].uniform_visibility = bglGetUniformLocationARB(program, "visibility");
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prprograms[programbits].uniform_planarPos = bglGetUniformLocationARB(program, "planarPos");
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}
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// PR_BIT_DIFFUSE_MAP
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