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linearize rim-lighting when needed
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src/engine/renderer/glsl_source/lightMapping_fp.glsl

Lines changed: 14 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -217,9 +217,21 @@ void main()
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// Add Rim Lighting to highlight the edges on model entities.
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#if defined(r_rimLighting) && defined(USE_MODEL_SURFACE) && defined(USE_GRID_LIGHTING)
220+
float mul1, mul2;
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if ( linearizeLightMap )
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{
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mul1 = 0.033; // convertFromSRGB( 0.2 )
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mul2 = 0.448; // convertFromSRGB( 0.7 )
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}
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else
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{
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mul1 = 0.2;
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mul2 = 0.7;
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}
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float rim = pow(1.0 - clamp(dot(normal, viewDir), 0.0, 1.0), r_RimExponent);
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vec3 emission = ambientColor * rim * rim * 0.2;
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color.rgb += 0.7 * emission;
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vec3 emission = ambientColor * rim * rim * mul1;
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color.rgb += mul2 * emission;
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#endif
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#if defined(r_glowMapping)

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