Additional fix in glsl shaders: "Darken" was using different formula as render.

"Divide" still differs too for division by zero - cannot find this yet...
This commit is contained in:
Ton Roosendaal
2012-12-21 18:10:01 +00:00
parent c9b8839237
commit 692aa18b76

View File

@@ -888,11 +888,11 @@ void mtex_rgb_dark(vec3 outcol, vec3 texcol, float fact, float facg, out vec3 in
fact *= facg;
facm = 1.0-fact;
col = fact*texcol.r;
col= texcol.r + ((1.0 -texcol.r)*facm);
if(col < outcol.r) incol.r = col; else incol.r = outcol.r;
col = fact*texcol.g;
col= texcol.g + ((1.0 -texcol.g)*facm);
if(col < outcol.g) incol.g = col; else incol.g = outcol.g;
col = fact*texcol.b;
col= texcol.b + ((1.0 -texcol.b)*facm);
if(col < outcol.b) incol.b = col; else incol.b = outcol.b;
}
@@ -901,7 +901,6 @@ void mtex_rgb_light(vec3 outcol, vec3 texcol, float fact, float facg, out vec3 i
float facm, col;
fact *= facg;
facm = 1.0-fact;
col = fact*texcol.r;
if(col > outcol.r) incol.r = col; else incol.r = outcol.r;