Fix for missing part of lighting calculation compared to software.

This commit is contained in:
Sryder 2021-02-12 18:41:16 +00:00
parent 13285d0ca4
commit ca531738ab

View file

@ -150,8 +150,8 @@ FUNCPRINTF void GL_DBG_Printf(const char *format, ...)
char str[4096] = "";
va_list arglist;
if (gllogstream)
{
if (gllogstream)
{
va_start(arglist, format);
vsnprintf(str, 4096, format, arglist);
va_end(arglist);
@ -703,8 +703,10 @@ static INT32 shader_leveltime = 0;
"float colorIntensity = 0.0;\n" \
"if (fogBrightness > colorBrightness) {\n" \
"colorIntensity = 1.0 - min(final_color.r, min(final_color.g, final_color.b));\n" \
"colorIntensity = abs(colorIntensity - (1.0 - fogBrightness));\n" \
"} else {\n" \
"colorIntensity = max(final_color.r, max(final_color.g, final_color.b));\n" \
"colorIntensity = abs(colorIntensity - (fogBrightness));\n" \
"}\n" \
"colorIntensity *= darkness;\n" \
"if (abs(final_color.r - fade_color.r) <= colorIntensity) {\n" \