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Making sure LOS really is black after Reveal Map option is used...
This was SVN commit r12565.
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ff2ffa384b
commit
e8758b8bf1
4 changed files with 6 additions and 4 deletions
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@ -246,7 +246,7 @@ void main()
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#if !IGNORE_LOS
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float los = texture2D(losTex, v_los).a;
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los = los < 0.01 ? 0.0 : los;
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los = los < 0.03 ? 0.0 : los;
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color *= los;
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#endif
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@ -219,7 +219,7 @@ void main()
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#endif
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float los = texture2D(losTex, v_los).a;
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los = los < 0.01 ? 0.0 : los;
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los = los < 0.03 ? 0.0 : los;
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color *= los;
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#if DECAL
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@ -53,7 +53,7 @@ void main()
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specular = pow(max(0.0, ndoth), shininess) * sunColor * specularStrength;
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losMod = texture2D(losMap, gl_TexCoord[3].st).a;
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losMod = losMod < 0.01 ? 0.0 : losMod;
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losMod = losMod < 0.03 ? 0.0 : losMod;
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gl_FragColor.rgb = mix(refrColor + 0.3*specular, reflColor + specular, fresnel) * losMod;
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@ -138,7 +138,9 @@ void CLOSTexture::InterpolateLOS()
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m_smoothShader->BeginPass();
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CShaderProgramPtr shader = m_smoothShader->GetShader();
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shader->Bind();
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glDisable(GL_BLEND);
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shader->Bind();
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shader->BindTexture("losTex1", m_Texture);
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shader->BindTexture("losTex2", whichTex ? m_TextureSmooth1 : m_TextureSmooth2);
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