OpenGL2: Parallax corrected cubemap (cheaper trick)
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4 changed files with 32 additions and 4 deletions
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@ -1378,8 +1378,21 @@ static void RB_IterateStagesGeneric( shaderCommands_t *input )
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// testing cube map
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//
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if (!(tr.viewParms.flags & VPF_NOCUBEMAPS) && input->cubemapIndex && r_cubeMapping->integer)
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{
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vec4_t vec;
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GL_BindToTMU( tr.cubemaps[input->cubemapIndex - 1], TB_CUBEMAP);
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vec[0] = tr.cubemapOrigins[input->cubemapIndex - 1][0] - backEnd.viewParms.or.origin[0];
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vec[1] = tr.cubemapOrigins[input->cubemapIndex - 1][1] - backEnd.viewParms.or.origin[1];
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vec[2] = tr.cubemapOrigins[input->cubemapIndex - 1][2] - backEnd.viewParms.or.origin[2];
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vec[3] = 1.0f;
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VectorScale4(vec, 1.0f / 1000.0f, vec);
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GLSL_SetUniformVec4(sp, UNIFORM_CUBEMAPINFO, vec);
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}
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//
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// draw
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//
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