- since the clip planes for plane mirrors did not work anymore I reimplemented them using shader based logic. It still needs to be seen if this affects performance on older hardware.
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13 changed files with 650 additions and 16 deletions
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@ -83,6 +83,7 @@ void FRenderState::Reset()
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mColormapState = CM_DEFAULT;
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mLightParms[3] = -1.f;
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mSpecialEffect = EFF_NONE;
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mClipHeight = 0.f;
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}
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@ -114,12 +115,13 @@ bool FRenderState::ApplyShader()
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}
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else
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{
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// todo: check how performance is affected by using 'discard' in a shader and if necessary create a separate set of discard-less shaders.
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activeShader = GLRenderer->mShaderManager->Get(mTextureEnabled ? mEffectState : 4);
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activeShader->Bind();
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}
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int fogset = 0;
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//glColor4fv(mColor.vec);
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if (mFogEnabled)
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{
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if ((mFogColor & 0xffffff) == 0)
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@ -143,6 +145,7 @@ bool FRenderState::ApplyShader()
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activeShader->muObjectColor.Set(mObjectColor);
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activeShader->muDynLightColor.Set(mDynColor.vec);
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activeShader->muInterpolationFactor.Set(mInterpolationFactor);
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activeShader->muClipHeight.Set(mClipHeight);
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if (mGlowEnabled)
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{
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