- changed handling of DynLight in shader to serve as a global dynamic light color for all lighting modes.
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53f4cd0108
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12 changed files with 61 additions and 89 deletions
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@ -143,7 +143,7 @@ void GLFlat::DrawSubsectorLights(subsector_t * sub, int pass)
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}
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p.Set(plane.plane);
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if (!gl_SetupLight(p, light, nearPt, up, right, scale, Colormap.colormap, false, foggy))
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if (!gl_SetupLight(p, light, nearPt, up, right, scale, false, foggy))
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{
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node=node->nextLight;
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continue;
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@ -206,7 +206,7 @@ bool GLFlat::SetupSubsectorLights(bool lightsapplied, subsector_t * sub)
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}
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p.Set(plane.plane);
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gl_GetLight(p, light, Colormap.colormap, false, false, lightdata);
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gl_GetLight(p, light, false, false, lightdata);
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node = node->nextLight;
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}
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}
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