Making sure LOS really is black after Reveal Map option is used...

This was SVN commit r12565.
This commit is contained in:
myconid 2012-08-31 18:33:03 +00:00
parent ff2ffa384b
commit e8758b8bf1
4 changed files with 6 additions and 4 deletions

View file

@ -246,7 +246,7 @@ void main()
#if !IGNORE_LOS
float los = texture2D(losTex, v_los).a;
los = los < 0.01 ? 0.0 : los;
los = los < 0.03 ? 0.0 : los;
color *= los;
#endif

View file

@ -219,7 +219,7 @@ void main()
#endif
float los = texture2D(losTex, v_los).a;
los = los < 0.01 ? 0.0 : los;
los = los < 0.03 ? 0.0 : los;
color *= los;
#if DECAL

View file

@ -53,7 +53,7 @@ void main()
specular = pow(max(0.0, ndoth), shininess) * sunColor * specularStrength;
losMod = texture2D(losMap, gl_TexCoord[3].st).a;
losMod = losMod < 0.01 ? 0.0 : losMod;
losMod = losMod < 0.03 ? 0.0 : losMod;
gl_FragColor.rgb = mix(refrColor + 0.3*specular, reflColor + specular, fresnel) * losMod;

View file

@ -138,7 +138,9 @@ void CLOSTexture::InterpolateLOS()
m_smoothShader->BeginPass();
CShaderProgramPtr shader = m_smoothShader->GetShader();
shader->Bind();
glDisable(GL_BLEND);
shader->Bind();
shader->BindTexture("losTex1", m_Texture);
shader->BindTexture("losTex2", whichTex ? m_TextureSmooth1 : m_TextureSmooth2);