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- 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.
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8 changed files with 37 additions and 14 deletions
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@ -137,7 +137,8 @@ bool PolymostShader::Load(const char * name, const char * vert_prog, const char
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Flags.Init(hShader, "u_flags");
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Shade.Init(hShader, "u_shade");
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NumShades.Init(hShader, "u_numShades");
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ShadeDiv.Init(hShader, "u_shadeDiv");
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NumShades.Init(hShader, "u_numShades");
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VisFactor.Init(hShader, "u_visFactor");
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NPOTEmulationFactor.Init(hShader, "u_npotEmulationFactor");
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NPOTEmulationXOffset.Init(hShader, "u_npotEmulationXOffset");
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