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3 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 4ffb03fdd5 | |||
| 97fcdb342d | |||
| 949ee76f55 |
@@ -76,7 +76,7 @@ struct LightResult {
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};
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float CalcAttenuation(float radius, float dist, float falloff) {
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return 1.0 - smoothstep(radius * 0.3, radius, dist);
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return 1.0 - smoothstep(radius * falloff, radius, dist);
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}
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vec4 CalcSpecular(vec4 lightColor, vec4 viewVec, vec4 lightVec, vec4 normal) {
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@@ -174,7 +174,7 @@ void main()
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sceneColor = vec4(color_result.xyz, clamp(color_result.a, 0, 1));
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color_result += glowTexel*GlowIntensity;
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bloomColor = vec4(clamp(color_result.xyz - 1.0, 0, 100), 1.0);
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bloomColor = vec4(clamp(color_result.xyz - 1.0, 0, 100), clamp(color_result.a, 0, 1));
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//Tiled Debug Code
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/*
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@@ -192,8 +192,10 @@ void DrawFinalPass::Draw(RenderScene& scene, GLuint SSAOTexture)
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state->StencilMask(0x00);
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DrawModelRenderQueues(scene.Jobs.OpaqueObjects, scene, SSAOTexture);
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GLERROR("OpaqueObjects");
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state->BlendFunc(GL_ONE, GL_ONE);
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DrawModelRenderQueues(scene.Jobs.TransparentObjects, scene, SSAOTexture);
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GLERROR("TransparentObjects");
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state->BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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DrawSprites(scene.Jobs.SpriteJob, scene);
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GLERROR("SpriteJobs");
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