- tweaked the fade ramp a bit.

For Duke Nukem and its direct offspring (Nam, WW2GI and Redneck Rampage) the ramp is not a linear fade from 0 to 1, it needs to be a little darker than that.
Unfortunately the proper factor needed here must be set manually, this cannot really be calculated from the lookup tables.
This commit is contained in:
Christoph Oelckers 2019-10-20 01:14:48 +02:00
parent 9437387b4a
commit 85d377647a
8 changed files with 37 additions and 14 deletions

View file

@ -137,7 +137,8 @@ bool PolymostShader::Load(const char * name, const char * vert_prog, const char
Flags.Init(hShader, "u_flags");
Shade.Init(hShader, "u_shade");
NumShades.Init(hShader, "u_numShades");
ShadeDiv.Init(hShader, "u_shadeDiv");
NumShades.Init(hShader, "u_numShades");
VisFactor.Init(hShader, "u_visFactor");
NPOTEmulationFactor.Init(hShader, "u_npotEmulationFactor");
NPOTEmulationXOffset.Init(hShader, "u_npotEmulationXOffset");