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GL: Don't pull papersprites towards camera
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796e2b9517
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3 changed files with 6 additions and 2 deletions
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@ -143,6 +143,7 @@ enum
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SHADER_FLOOR,
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SHADER_WALL,
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SHADER_SPRITE,
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SHADER_SPRITECLIPHACK,
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SHADER_MODEL, SHADER_MODEL_LIGHTING,
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SHADER_WATER,
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SHADER_FOG,
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@ -3423,7 +3423,7 @@ static void HWR_SplitSprite(gl_vissprite_t *spr)
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if (HWR_UseShader())
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{
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shader = SHADER_SPRITE;
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shader = (spr->mobj->frame & FF_PAPERSPRITE) ? SHADER_SPRITE : SHADER_SPRITECLIPHACK;
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blend |= PF_ColorMapped;
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}
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@ -3916,7 +3916,7 @@ static void HWR_DrawSprite(gl_vissprite_t *spr)
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if (HWR_UseShader())
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{
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shader = SHADER_SPRITE;
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shader = (spr->mobj->frame & FF_PAPERSPRITE) ? SHADER_SPRITE : SHADER_SPRITECLIPHACK;;
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blend |= PF_ColorMapped;
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}
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@ -922,6 +922,9 @@ static struct {
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{GLSL_DEFAULT_VERTEX_SHADER, GLSL_SOFTWARE_FRAGMENT_SHADER},
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// Sprite shader
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{GLSL_DEFAULT_VERTEX_SHADER, GLSL_SOFTWARE_FRAGMENT_SHADER},
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// Sprite clipping hack shader (for pulling things out of the floor)
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{GLSL_SPRITECLIP_HACK_VERTEX_SHADER, GLSL_SOFTWARE_FRAGMENT_SHADER},
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// Model shader
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