OpenGL2: Use RGBM instead of RGBE encoding for lightmaps.
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4 changed files with 26 additions and 38 deletions
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@ -285,8 +285,8 @@ void main()
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#if defined(USE_LIGHTMAP)
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vec4 lightSample = texture2D(u_LightMap, var_LightTex).rgba;
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#if defined(RGBE_LIGHTMAP)
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lightSample.rgb *= exp2(lightSample.a * 255.0 - 128.0);
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#if defined(RGBM_LIGHTMAP)
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lightSample.rgb *= 32.0 * lightSample.a;
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#endif
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vec3 lightColor = lightSample.rgb;
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#elif defined(USE_LIGHT_VECTOR) && !defined(USE_FAST_LIGHT)
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