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All: Rend2: Set cap on ambient and direct light
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MAN-AT-ARMS committed Mar 12, 2014
1 parent 8493941 commit 752ebec
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Showing 2 changed files with 30 additions and 0 deletions.
15 changes: 15 additions & 0 deletions trunk/MP/code/rend2/tr_shade.c
Expand Up @@ -1288,11 +1288,26 @@ static void RB_IterateStagesGeneric( shaderCommands_t *input )
if (pStage->rgbGen == CGEN_LIGHTING_DIFFUSE)
{
vec4_t vec;
vec_t cap = 1.0f / (1 << tr.overbrightBits);

VectorScale(backEnd.currentEntity->ambientLight, 1.0f / 255.0f, vec);
if ((vec[0] > cap) || (vec[1] > cap) || (vec[2] > cap))
{
vec_t hi = MAX(vec[0], vec[1]);
hi = MAX(hi, vec[2]);

VectorScale(vec, cap / hi, vec);
}
GLSL_SetUniformVec3(sp, UNIFORM_AMBIENTLIGHT, vec);

VectorScale(backEnd.currentEntity->directedLight, 1.0f / 255.0f, vec);
if ((vec[0] > cap) || (vec[1] > cap) || (vec[2] > cap))
{
vec_t hi = MAX(vec[0], vec[1]);
hi = MAX(hi, vec[2]);

VectorScale(vec, cap / hi, vec);
}
GLSL_SetUniformVec3(sp, UNIFORM_DIRECTEDLIGHT, vec);

VectorCopy(backEnd.currentEntity->lightDir, vec);
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15 changes: 15 additions & 0 deletions trunk/SP/code/rend2/tr_shade.c
Expand Up @@ -1282,11 +1282,26 @@ static void RB_IterateStagesGeneric( shaderCommands_t *input )
if (pStage->rgbGen == CGEN_LIGHTING_DIFFUSE)
{
vec4_t vec;
vec_t cap = 1.0f / (1 << tr.overbrightBits);

VectorScale(backEnd.currentEntity->ambientLight, 1.0f / 255.0f, vec);
if ((vec[0] > cap) || (vec[1] > cap) || (vec[2] > cap))
{
vec_t hi = MAX(vec[0], vec[1]);
hi = MAX(hi, vec[2]);

VectorScale(vec, cap / hi, vec);
}
GLSL_SetUniformVec3(sp, UNIFORM_AMBIENTLIGHT, vec);

VectorScale(backEnd.currentEntity->directedLight, 1.0f / 255.0f, vec);
if ((vec[0] > cap) || (vec[1] > cap) || (vec[2] > cap))
{
vec_t hi = MAX(vec[0], vec[1]);
hi = MAX(hi, vec[2]);

VectorScale(vec, cap / hi, vec);
}
GLSL_SetUniformVec3(sp, UNIFORM_DIRECTEDLIGHT, vec);

VectorCopy(backEnd.currentEntity->lightDir, vec);
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