OpenGL2: Remove map color scaling and r_forceSunMapLightScale.
Also simplify overbright code in ComputeShaderColors().
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4c169ab574
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4faf1008a0
11 changed files with 32 additions and 100 deletions
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@ -2551,7 +2551,6 @@ void R_RenderCubemapSide( int cubemapIndex, int cubemapSide, qboolean subscene )
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{
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refdef_t refdef;
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viewParms_t parms;
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float oldColorScale = tr.refdef.colorScale;
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memset( &refdef, 0, sizeof( refdef ) );
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refdef.rdflags = 0;
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@ -2629,7 +2628,6 @@ void R_RenderCubemapSide( int cubemapIndex, int cubemapSide, qboolean subscene )
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R_LightForPoint(tr.refdef.vieworg, ambient, directed, lightDir);
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scale = directed[0] + directed[1] + directed[2] + ambient[0] + ambient[1] + ambient[2] + 1.0f;
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tr.refdef.colorScale = 1.0f; //766.0f / scale;
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// only print message for first side
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if (scale < 1.0001f && cubemapSide == 0)
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{
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@ -2670,12 +2668,6 @@ void R_RenderCubemapSide( int cubemapIndex, int cubemapSide, qboolean subscene )
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R_RenderView(&parms);
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if (subscene)
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{
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tr.refdef.colorScale = oldColorScale;
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}
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else
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{
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if (!subscene)
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RE_EndScene();
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}
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}
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