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fixup: float lightFactors
1 parent 05e08ce commit 4f8f103

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7 files changed

+14
-14
lines changed

7 files changed

+14
-14
lines changed

src/engine/renderer/gl_shader.h

Lines changed: 6 additions & 6 deletions
Original file line numberDiff line numberDiff line change
@@ -1426,30 +1426,30 @@ class GLCompileMacro_USE_ALPHA_TESTING :
14261426
};
14271427

14281428
class u_LightFactor :
1429-
GLUniform1i
1429+
GLUniform1f
14301430
{
14311431
public:
14321432
u_LightFactor( GLShader *shader ) :
1433-
GLUniform1i( shader, "u_LightFactor" )
1433+
GLUniform1f( shader, "u_LightFactor" )
14341434
{
14351435
}
14361436

1437-
void SetUniform_LightFactor( const int lightFactor )
1437+
void SetUniform_LightFactor( const float lightFactor )
14381438
{
14391439
this->SetValue( lightFactor );
14401440
}
14411441
};
14421442

14431443
class u_LightFactors :
1444-
GLUniform2i
1444+
GLUniform2f
14451445
{
14461446
public:
14471447
u_LightFactors( GLShader *shader ) :
1448-
GLUniform2i( shader, "u_LightFactors" )
1448+
GLUniform2f( shader, "u_LightFactors" )
14491449
{
14501450
}
14511451

1452-
void SetUniform_LightFactors( const ivec2_t lightFactors )
1452+
void SetUniform_LightFactors( const vec2_t lightFactors )
14531453
{
14541454
this->SetValue( lightFactors );
14551455
}

src/engine/renderer/glsl_source/generic_fp.glsl

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -25,7 +25,7 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
2525
uniform sampler2D u_ColorMap;
2626

2727
#if !defined(GENERIC_2D) && defined(USE_TCGEN_LIGHTMAP)
28-
uniform int u_LightFactor;
28+
uniform float u_LightFactor;
2929
#endif
3030

3131
uniform bool u_LinearizeTexture;

src/engine/renderer/glsl_source/lightMapping_fp.glsl

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -26,7 +26,7 @@ uniform sampler2D u_DiffuseMap;
2626
uniform sampler2D u_MaterialMap;
2727
uniform sampler2D u_GlowMap;
2828

29-
uniform ivec2 u_LightFactors;
29+
uniform vec2 u_LightFactors;
3030
#define u_LightFactor u_LightFactors[0]
3131
uniform bvec2 u_LinearizeTextures;
3232
#define u_LinearizeTexture u_LinearizeTextures[0]

src/engine/renderer/glsl_source/lightMapping_vp.glsl

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -40,7 +40,7 @@ uniform vec2 u_MapOverBrightBitsPowers;
4040

4141
uniform mat4 u_ModelViewProjectionMatrix;
4242

43-
uniform ivec2 u_LightFactors;
43+
uniform vec2 u_LightFactors;
4444
#define u_VertexLightFactor u_LightFactors[1]
4545

4646
uniform float u_Time;

src/engine/renderer/tr_bsp.cpp

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -6958,7 +6958,7 @@ void RE_LoadWorldMap( const char *name )
69586958

69596959
tr.worldLight = tr.lightMode;
69606960
tr.modelDeluxe = deluxeMode_t::NONE;
6961-
tr.mapLightFactor = 1;
6961+
tr.mapLightFactor = 1.0;
69626962

69636963
if ( tr.worldLight == lightMode_t::FULLBRIGHT )
69646964
{

src/engine/renderer/tr_local.h

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -2828,7 +2828,7 @@ enum class deluxeMode_t { NONE, GRID, MAP };
28282828
// r_mapOverbrightBits->integer, but can be overridden by mapper using the worldspawn
28292829
int mapOverBrightBits;
28302830
// pow(2, mapOverbrightBits)
2831-
int mapLightFactor;
2831+
float mapLightFactor;
28322832
// Must be false on legacy map: clamp multiplied color and normalize colors.
28332833
bool mapCompleteOverBright;
28342834

src/engine/renderer/tr_shade.cpp

Lines changed: 3 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -955,8 +955,8 @@ static void Render_lightMapping( shaderStage_t *pStage )
955955

956956
uint32_t stateBits = pStage->stateBits;
957957

958-
int lightFactor = 1;
959-
int vertexLightFactor = 1;
958+
float lightFactor = 1.0;
959+
float vertexLightFactor = 1.0;
960960

961961
switch ( lightMode )
962962
{
@@ -1046,7 +1046,7 @@ static void Render_lightMapping( shaderStage_t *pStage )
10461046
vec3_t viewOrigin;
10471047

10481048
// u_LightFactors
1049-
ivec2_t lightFactors;
1049+
vec2_t lightFactors;
10501050
lightFactors[ 0 ] = lightFactor;
10511051
lightFactors[ 1 ] = vertexLightFactor;
10521052
gl_lightMappingShader->SetUniform_LightFactors( lightFactors );

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