diff --git a/source/build/include/build.h b/source/build/include/build.h index aff8b8e0b..e66077be9 100644 --- a/source/build/include/build.h +++ b/source/build/include/build.h @@ -840,8 +840,6 @@ int32_t wallvisible(int32_t const x, int32_t const y, int16_t const wallnum); #define STATUS2DSIZ 144 #define STATUS2DSIZ2 26 -int32_t videoSetRenderMode(int32_t renderer); - #ifdef USE_OPENGL void renderSetRollAngle(float rolla); #endif diff --git a/wadsrc/static/shaders/glsl/func_paletted.fp b/wadsrc/static/shaders/glsl/func_paletted.fp index 53b97b7b3..e39760fd4 100644 --- a/wadsrc/static/shaders/glsl/func_paletted.fp +++ b/wadsrc/static/shaders/glsl/func_paletted.fp @@ -40,7 +40,8 @@ vec4 ProcessTexel() float visibility = max(uGlobVis * uLightFactor * z - ((u_flags & RF_ShadeInterpolate) != 0.0? 0.5 : 0.0), 0.0); float numShades = float(uPalLightLevels & 255); - float shade = clamp((uLightLevel + visibility), 0.0, numShades - 1.0); + float shade = (1.0 - uLightLevel) * (numShades); + shade = clamp((shade + visibility), 0.0, numShades - 1.0); int palindex = int(color.r * 255.0 + 0.1); // The 0.1 is for roundoff error compensation. int shadeindex = int(floor(shade));