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fix for dark corners bug on some cards

This commit is contained in:
scrawl 2012-04-30 21:22:26 +02:00
parent aaa81397ed
commit 9e6531a6c6

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@ -258,7 +258,7 @@ void ShaderHelper::createShader(const bool mrt, const bool shadows, const bool s
outStream <<
" float3 lightingFinal = lightColour.xyz * diffuse.xyz + ambient.xyz * lightAmbient.xyz + emissive.xyz; \n"
" float fogValue = saturate((iDepth - fogParams.y) * fogParams.w); \n"
" oColor.xyz = lerp(lightingFinal * tex.xyz * vertexColour.xyz, fogColour.xyz, fogValue); \n"
" oColor.xyz = saturate(lerp(lightingFinal * tex.xyz * vertexColour.xyz, fogColour.xyz, fogValue)); \n" // saturate output to prevent negative output colors - TODO: replace this once there is HDR-rendering
" oColor.a = tex.a * diffuse.a * vertexColour.a; \n";
if (mrt) outStream <<