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Fix yellow persist fade colormap bug
I did the equivalent change to OpenGL and it broke Zoned City, despite it being fine in Software ... not sure what's up with that, since the color math is pretty similar. Just gonna leave that alone for now...
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b03cfe302d
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2 changed files with 5 additions and 5 deletions
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@ -715,12 +715,12 @@ static GLRGBAFloat shader_defaultcolor = {1.0f, 1.0f, 1.0f, 1.0f};
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"float colorBrightness = sqrt((final_color.r * final_color.r) + (final_color.g * final_color.g) + (final_color.b * final_color.b));\n" \
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"float fogBrightness = sqrt((fade_color.r * fade_color.r) + (fade_color.g * fade_color.g) + (fade_color.b * fade_color.b));\n" \
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"float colorIntensity = 0.0;\n" \
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"if (fogBrightness > colorBrightness) {\n" \
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"if (colorBrightness < fogBrightness) {\n" \
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"colorIntensity = 1.0 - min(final_color.r, min(final_color.g, final_color.b));\n" \
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"colorIntensity = abs(colorIntensity - (1.0 - fogBrightness));\n" \
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"colorIntensity = abs(colorIntensity - (1.0 - max(fade_color.r, max(fade_color.g, fade_color.b))));\n" \
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"} else {\n" \
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"colorIntensity = max(final_color.r, max(final_color.g, final_color.b));\n" \
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"colorIntensity = abs(colorIntensity - (fogBrightness));\n" \
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"colorIntensity = abs(colorIntensity - min(fade_color.r, min(fade_color.g, fade_color.b)));\n" \
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"}\n" \
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"colorIntensity *= darkness;\n" \
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"colorIntensity *= fade_color.a * 10.0;\n" \
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@ -699,12 +699,12 @@ lighttable_t *R_CreateLightTable(extracolormap_t *extra_colormap)
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if (cbrightness < cdestbright)
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{
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cbest = 255.0l - min(r, min(g, b));
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cdist = 255.0l - cdestbright;
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cdist = 255.0l - max(cdestr, max(cdestg, cdestb));
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}
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else
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{
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cbest = max(r, max(g, b));
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cdist = cdestbright;
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cdist = min(cdestr, min(cdestg, cdestb));
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}
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// Add/subtract this value during fading.
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