- fixed: Desaturation factor was applied incorrectly.
- Also fixed some very strange thing in the shader's desaturate function. For unknown reasons using the 'mix' function there did not work. - fixed: The fog boundary special shader could not be used.
This commit is contained in:
parent
0cf37f2e51
commit
54425ee2ef
2 changed files with 9 additions and 4 deletions
|
|
@ -125,7 +125,7 @@ bool FRenderState::ApplyShader()
|
|||
if (gl.hasGLSL())
|
||||
{
|
||||
FShader *activeShader;
|
||||
if (mSpecialEffect > 0)
|
||||
if (mSpecialEffect > EFF_NONE)
|
||||
{
|
||||
activeShader = GLRenderer->mShaderManager->BindEffect(mSpecialEffect);
|
||||
}
|
||||
|
|
@ -151,7 +151,7 @@ bool FRenderState::ApplyShader()
|
|||
|
||||
glColor4fv(mColor.vec);
|
||||
|
||||
activeShader->muDesaturation.Set(mDesaturation);
|
||||
activeShader->muDesaturation.Set(mDesaturation / 255.f);
|
||||
activeShader->muFogEnabled.Set(fogset);
|
||||
activeShader->muTextureMode.Set(mTextureMode);
|
||||
activeShader->muCameraPos.Set(mCameraPos.vec);
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue