Don't scale shadow multipliers by overbrightbits, and improve documentation.
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feb012152c
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8270d54a25
6 changed files with 52 additions and 26 deletions
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@ -360,19 +360,34 @@ void RE_RenderScene( const refdef_t *fd ) {
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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 if (r_forceSun->integer == 1)
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{
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float scale = pow(2, r_mapOverBrightBits->integer - tr.overbrightBits - 8);
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tr.refdef.colorScale = r_forceSunMapLightScale->value;
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VectorScale(tr.sunLight, scale * r_forceSunLightScale->value, tr.refdef.sunCol);
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VectorScale(tr.sunLight, scale * r_forceSunAmbientScale->value, tr.refdef.sunAmbCol);
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}
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else
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{
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float scale = pow(2, r_mapOverBrightBits->integer - tr.overbrightBits - 8);
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tr.refdef.colorScale = tr.mapLightScale;
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VectorScale(tr.sunLight, scale, tr.refdef.sunCol);
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VectorScale(tr.sunAmbient, scale, tr.refdef.sunAmbCol);
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tr.refdef.colorScale = r_forceSun->integer ? r_forceSunMapLightScale->value : tr.mapLightScale;
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if (r_sunlightMode->integer == 1)
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{
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tr.refdef.sunCol[0] =
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tr.refdef.sunCol[1] =
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tr.refdef.sunCol[2] = 1.0f;
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tr.refdef.sunAmbCol[0] =
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tr.refdef.sunAmbCol[1] =
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tr.refdef.sunAmbCol[2] = r_forceSun->integer ? r_forceSunAmbientScale->value : tr.sunShadowScale;
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}
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else
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{
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float scale = pow(2, r_mapOverBrightBits->integer - tr.overbrightBits - 8);
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if (r_forceSun->integer)
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{
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VectorScale(tr.sunLight, scale * r_forceSunLightScale->value, tr.refdef.sunCol);
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VectorScale(tr.sunLight, scale * r_forceSunAmbientScale->value, tr.refdef.sunAmbCol);
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}
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else
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{
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VectorScale(tr.sunLight, scale, tr.refdef.sunCol);
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VectorScale(tr.sunLight, scale * tr.sunShadowScale, tr.refdef.sunAmbCol);
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}
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}
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}
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if (r_forceAutoExposure->integer)
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