OpenGL2: Remove map color scaling and r_forceSunMapLightScale.
Also simplify overbright code in ComputeShaderColors().
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11 changed files with 32 additions and 100 deletions
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@ -264,10 +264,6 @@ Cvars for the sunlight and cascaded shadow maps:
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1 - Do.
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2 - Sunrise, sunset.
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* `r_forceSunMapLightScale` - Cheat. Scale map brightness by this factor
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when r_forceSun 1.
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1.0 - Default
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* `r_forceSunLightScale` - Cheat. Scale sun brightness by this factor
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when r_forceSun 1.
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1.0 - Default
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@ -506,7 +502,7 @@ and is the equivalent for 'exactVertex'.
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This adds a new keyword to sky materials, q3gl2_sun. The syntax is:
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q3gl2_sun <red> <green> <blue> <intensity> <degrees> <elevation> <mapLightScale> <ambientLightScale>
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q3gl2_sun <red> <green> <blue> <intensity> <degrees> <elevation> <shadowScale>
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Note the first six parameters are the same as in q3map_sun or q3map_sunExt,
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and the last two indicate scaling factors for the map brightness and an ambient
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@ -527,7 +523,7 @@ There are currently two ways to use this in your own (and other people's) maps.
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surfaceparm nolightmap
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surfaceparm sky
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q3map_sunExt 240 238 200 100 195 35 3 16
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q3gl2_sun 240 238 200 50 195 35 1.0 0.2
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q3gl2_sun 240 238 200 50 195 35 0.2
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q3map_skylight 50 16
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q3map_lightimage $whiteimage
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@ -550,7 +546,7 @@ There are currently two ways to use this in your own (and other people's) maps.
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surfaceparm noimpact
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surfaceparm nolightmap
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surfaceparm sky
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q3gl2_sun 240 238 200 50 195 35 0.5 0.2
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q3gl2_sun 240 238 200 50 195 35 0.2
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q3map_skylight 50 16
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q3map_lightimage $whiteimage
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