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clamp vertex lighting in fragment shader properly
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4 changed files with 7 additions and 3 deletions
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@ -112,6 +112,7 @@
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Bug #6670: Dialogue order is incorrect
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Bug #6680: object.cpp handles nodetree unsafely, memory access with dangling pointer
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Bug #6682: HitOnMe doesn't fire as intended
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Bug #6697: Shaders vertex lighting incorrectly clamped
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Bug #6711: Log time differs from real time
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Feature #890: OpenMW-CS: Column filtering
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Feature #1465: "Reset" argument for AI functions
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@ -73,9 +73,10 @@ void main()
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vec3 diffuseLight, ambientLight;
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doLighting(passViewPos, normalize(viewNormal), shadowing, diffuseLight, ambientLight);
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lighting = diffuseLight + ambientLight;
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clampLightingResult(lighting);
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#endif
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clampLightingResult(lighting);
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gl_FragData[0].xyz *= lighting;
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#if @radialFog
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@ -194,9 +194,10 @@ void main()
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doLighting(passViewPos, normalize(viewNormal), shadowing, diffuseLight, ambientLight);
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vec3 emission = getEmissionColor().xyz * emissiveMult;
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lighting = diffuseColor.xyz * diffuseLight + getAmbientColor().xyz * ambientLight + emission;
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clampLightingResult(lighting);
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#endif
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clampLightingResult(lighting);
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gl_FragData[0].xyz *= lighting;
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#if @envMap && !@preLightEnv
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@ -87,9 +87,10 @@ void main()
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vec3 diffuseLight, ambientLight;
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doLighting(passViewPos, normalize(viewNormal), shadowing, diffuseLight, ambientLight);
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lighting = diffuseColor.xyz * diffuseLight + getAmbientColor().xyz * ambientLight + getEmissionColor().xyz;
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clampLightingResult(lighting);
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#endif
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clampLightingResult(lighting);
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gl_FragData[0].xyz *= lighting;
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#if @specularMap
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