OpenGL2: Remove map color scaling and r_forceSunMapLightScale.

Also simplify overbright code in ComputeShaderColors().
This commit is contained in:
SmileTheory 2016-09-14 02:59:54 -07:00
parent 4c169ab574
commit 4faf1008a0
11 changed files with 32 additions and 100 deletions

View file

@ -105,11 +105,7 @@ static void R_ColorShiftLightingBytes( byte in[4], byte out[4] ) {
int shift, r, g, b;
// shift the color data based on overbright range
#if defined(USE_OVERBRIGHT)
shift = r_mapOverBrightBits->integer - tr.overbrightBits;
#else
shift = 0;
#endif
// shift the data based on overbright range
r = in[0] << shift;
@ -144,9 +140,7 @@ static void R_ColorShiftLightingFloats(float in[4], float out[4], float scale )
{
float r, g, b;
#if defined(USE_OVERBRIGHT)
scale *= 1 << (r_mapOverBrightBits->integer - tr.overbrightBits);
#endif
r = in[0] * scale;
g = in[1] * scale;
@ -2686,11 +2680,7 @@ void R_LoadLightGrid( lump_t *l ) {
if (hdrLightGrid)
{
#if defined(USE_OVERBRIGHT)
float lightScale = 1 << (r_mapOverBrightBits->integer - tr.overbrightBits);
#else
float lightScale = 1.0f;
#endif
//ri.Printf(PRINT_ALL, "found!\n");
@ -3165,7 +3155,6 @@ void RE_LoadWorldMap( const char *name ) {
}
// set default map light scale
tr.mapLightScale = 1.0f;
tr.sunShadowScale = 0.5f;
// set default sun direction to be used if it isn't