Restore old colourmap algo stuff for shader fade equation
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68fbf19e27
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c5fca8472a
1 changed files with 39 additions and 30 deletions
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@ -114,38 +114,43 @@
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"float fd = fe - fs;\n" \
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"darkness = clamp((darkness - fs) * (1.0 / fd), 0.0, 1.0);\n" \
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"}\n" \
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"float colorBrightness = sqrt((final_color.r * final_color.r) + (final_color.g * final_color.g) + (final_color.b * final_color.b));\n" \
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"float fogBrightness = sqrt((fade_color.r * fade_color.r) + (fade_color.g * fade_color.g) + (fade_color.b * fade_color.b));\n" \
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"float colorIntensity = 0.0;\n" \
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"if (colorBrightness < fogBrightness) {\n" \
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"colorIntensity = 1.0 - min(final_color.r, min(final_color.g, final_color.b));\n" \
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"colorIntensity = abs(colorIntensity - (1.0 - max(fade_color.r, max(fade_color.g, fade_color.b))));\n" \
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"} else {\n" \
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"colorIntensity = max(final_color.r, max(final_color.g, final_color.b));\n" \
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"colorIntensity = abs(colorIntensity - min(fade_color.r, min(fade_color.g, fade_color.b)));\n" \
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"}\n" \
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"if (newfade)\n" \
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"{\n" \
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"float colorBrightness = sqrt((final_color.r * final_color.r) + (final_color.g * final_color.g) + (final_color.b * final_color.b));\n" \
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"float fogBrightness = sqrt((fade_color.r * fade_color.r) + (fade_color.g * fade_color.g) + (fade_color.b * fade_color.b));\n" \
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"float colorIntensity = 0.0;\n" \
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"if (colorBrightness < fogBrightness) {\n" \
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"colorIntensity = 1.0 - min(final_color.r, min(final_color.g, final_color.b));\n" \
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"colorIntensity = abs(colorIntensity - (1.0 - max(fade_color.r, max(fade_color.g, fade_color.b))));\n" \
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"} else {\n" \
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"colorIntensity = max(final_color.r, max(final_color.g, final_color.b));\n" \
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"colorIntensity = abs(colorIntensity - min(fade_color.r, min(fade_color.g, fade_color.b)));\n" \
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"}\n" \
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"colorIntensity *= darkness;\n" \
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"colorIntensity *= fade_color.a * 10.0;\n" \
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"if (abs(final_color.r - fade_color.r) <= colorIntensity) {\n" \
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" final_color.r = fade_color.r;\n" \
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"} else if (final_color.r < fade_color.r) {\n" \
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"final_color.r += colorIntensity;\n" \
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"if (abs(final_color.r - fade_color.r) <= colorIntensity) {\n" \
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"final_color.r = fade_color.r;\n" \
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"} else if (final_color.r < fade_color.r) {\n" \
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"final_color.r += colorIntensity;\n" \
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"} else {\n" \
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"final_color.r -= colorIntensity;\n" \
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"}\n" \
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"if (abs(final_color.g - fade_color.g) <= colorIntensity) {\n" \
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"final_color.g = fade_color.g;\n" \
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"} else if (final_color.g < fade_color.g) {\n" \
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"final_color.g += colorIntensity;\n" \
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"} else {\n" \
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"final_color.g -= colorIntensity;\n" \
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"}\n" \
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"if (abs(final_color.b - fade_color.b) <= colorIntensity) {\n" \
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"final_color.b = fade_color.b;\n" \
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"} else if (final_color.b < fade_color.b) {\n" \
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"final_color.b += colorIntensity;\n" \
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"} else {\n" \
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"final_color.b -= colorIntensity;\n" \
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"}\n" \
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"} else {\n" \
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"final_color.r -= colorIntensity;\n" \
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"}\n" \
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"if (abs(final_color.g - fade_color.g) <= colorIntensity) {\n" \
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"final_color.g = fade_color.g;\n" \
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"} else if (final_color.g < fade_color.g) {\n" \
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"final_color.g += colorIntensity;\n" \
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"} else {\n" \
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"final_color.g -= colorIntensity;\n" \
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"}\n" \
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"if (abs(final_color.b - fade_color.b) <= colorIntensity) {\n" \
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"final_color.b = fade_color.b;\n" \
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"} else if (final_color.b < fade_color.b) {\n" \
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"final_color.b += colorIntensity;\n" \
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"} else {\n" \
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"final_color.b -= colorIntensity;\n" \
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"final_color = mix(final_color, fade_color, darkness);\n" \
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"}\n"
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#define GLSL_PALETTE_RENDERING \
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@ -182,6 +187,7 @@
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"uniform float lighting;\n" \
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"uniform float fade_start;\n" \
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"uniform float fade_end;\n" \
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"uniform bool newfade;\n" \
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GLSL_DOOM_COLORMAP \
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GLSL_DOOM_LIGHT_EQUATION \
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"void main(void) {\n" \
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@ -238,7 +244,7 @@
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"float brightmap_mix = floor(texture2D(brightmap, gl_TexCoord[0].st).r);\n" \
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"float light_gain = (255.0 - final_lighting) * brightmap_mix;\n" \
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"final_lighting += light_gain;\n" \
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GLSL_PALETTE_RENDERING \
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GLSL_PALETTE_RENDERING \
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"}\n" \
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"#else\n" \
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"uniform sampler2D tex;\n" \
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@ -248,6 +254,7 @@ GLSL_PALETTE_RENDERING \
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"uniform vec4 fade_color;\n" \
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"uniform float fade_start;\n" \
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"uniform float fade_end;\n" \
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"uniform bool newfade;\n" \
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GLSL_DOOM_COLORMAP \
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GLSL_DOOM_LIGHT_EQUATION \
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"void main(void) {\n" \
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@ -311,6 +318,7 @@ GLSL_PALETTE_RENDERING \
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"uniform float lighting;\n" \
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"uniform float fade_start;\n" \
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"uniform float fade_end;\n" \
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"uniform bool newfade;\n" \
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"uniform float leveltime;\n" \
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GLSL_DOOM_COLORMAP \
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GLSL_DOOM_LIGHT_EQUATION \
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@ -344,6 +352,7 @@ GLSL_PALETTE_RENDERING \
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"uniform float lighting;\n" \
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"uniform float fade_start;\n" \
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"uniform float fade_end;\n" \
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"uniform bool newfade;\n" \
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GLSL_DOOM_COLORMAP \
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GLSL_DOOM_LIGHT_EQUATION \
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"void main(void) {\n" \
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