OpenGL2: Remove map color scaling and r_forceSunMapLightScale.
Also simplify overbright code in ComputeShaderColors().
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4c169ab574
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11 changed files with 32 additions and 100 deletions
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@ -329,18 +329,12 @@ void RE_BeginScene(const refdef_t *fd)
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VectorCopy(tr.sunDirection, tr.refdef.sunDir);
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if ( (tr.refdef.rdflags & RDF_NOWORLDMODEL) || !(r_depthPrepass->value) ){
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tr.refdef.colorScale = 1.0f;
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VectorSet(tr.refdef.sunCol, 0, 0, 0);
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VectorSet(tr.refdef.sunAmbCol, 0, 0, 0);
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}
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else
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{
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#if defined(USE_OVERBRIGHT)
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float scale = (1 << (r_mapOverBrightBits->integer - tr.overbrightBits)) / 255.0f;
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#else
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float scale = (1 << r_mapOverBrightBits->integer) / 255.0f;
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#endif
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tr.refdef.colorScale = r_forceSun->integer ? r_forceSunMapLightScale->value : tr.mapLightScale;
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if (r_forceSun->integer)
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VectorScale(tr.sunLight, scale * r_forceSunLightScale->value, tr.refdef.sunCol);
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