OpenGL2: Set RGBM to use a multiplier of 1, and only use it with HDR lightmaps.

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SmileTheory committed 2014-02-13 18:04:23 -08:00
1 parent 6beab9cf58
commit 79e9baedf8
3 files changed
+44 -47

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@@ -21,7 +21,7 @@ void main()
#if defined(USE_LIGHTMAP)
vec4 color2 = texture2D(u_LightMap, var_LightTex);
#if defined(RGBM_LIGHTMAP)
color2.rgb *= 32.0 * color2.a;
color2.rgb *= color2.a;
color2.a = 1.0;
#endif
+1 -1
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@@ -346,7 +346,7 @@ void main()
vec4 lightSample = texture2D(u_LightMap, var_TexCoords.zw);
vec3 lightColor = lightSample.rgb;
#if defined(RGBM_LIGHTMAP)
lightColor *= 32.0 * lightSample.a;
lightColor *= lightSample.a;
#endif
#elif defined(USE_LIGHT_VECTOR) && !defined(USE_FAST_LIGHT)
vec3 lightColor = u_DirectedLight * CalcLightAttenuation(float(var_LightDir.w > 0.0), var_LightDir.w / sqrLightDist);