- major shader rework

* handle brightmaps in the main shader instead of keeping separate instances around.
* added detail and glow layers from Raze.
* fixed material setup which could not guarantee that everything was initialized correctly.
* for warped textures, warp all layers. With this brightmaps finally work on warped textures.

Note: Vulkan reports a "device lost" error with this which still needs to be investigated.
This commit is contained in:
Christoph Oelckers 2020-04-12 22:10:15 +02:00
commit 8381092cce
31 changed files with 293 additions and 134 deletions

View file

@ -755,7 +755,7 @@ void F2DDrawer::ClearScreen(PalEntry color)
//
//==========================================================================
void F2DDrawer::AddLine(float x1, float y1, float x2, float y2, int clipx1, int clipy1, int clipx2, int clipy2, uint32_t color, uint8_t alpha)
void F2DDrawer::AddLine(double x1, double y1, double x2, double y2, int clipx1, int clipy1, int clipx2, int clipy2, uint32_t color, uint8_t alpha)
{
PalEntry p = (PalEntry)color;
p.a = alpha;