" color.rgb += myhvec3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
"#endif\n"
"\n"
+"#ifdef USECONTRASTBOOST\n"
+" color.rgb = color.rgb / (ContrastBoostCoeff * color.rgb + myhvec3(1, 1, 1));\n"
+"#endif\n"
+"\n"
+" color.rgb *= SceneBrightness;\n"
+"\n"
"#ifndef MODE_LIGHTSOURCE\n"
"# ifdef USEREFLECTION\n"
" vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
" color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhvec2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
"#endif\n"
"\n"
-"#ifdef USECONTRASTBOOST\n"
-" color.rgb = color.rgb / (ContrastBoostCoeff * color.rgb + myhvec3(1, 1, 1));\n"
-"#endif\n"
-"\n"
-" color.rgb *= SceneBrightness;\n"
-"\n"
" gl_FragColor = vec4(color);\n"
"}\n"
"#endif // MODE_REFRACTION\n"
// color.rgb *= [[SceneBrightness * ContrastBoost]];
// color.rgb /= [[(ContrastBoost - 1) / ContrastBoost]] * color.rgb + 1;
// and Black:
- // color.rgb = [[SceneBrightness * ContrastBoost]] / ([[(ContrastBoost - 1) * SceneBrightness]] + 1 / color.rgb);
+ // color.rgb = [[SceneBrightness * ContrastBoost]] * color.rgb / ([[(ContrastBoost - 1) * SceneBrightness]] * color.rgb + 1);
// and do [[calculations]] here in the engine
qglUniform1fARB(r_glsl_permutation->loc_ContrastBoostCoeff, (r_glsl_contrastboost.value - 1) * r_view.colorscale);
if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_view.colorscale * r_glsl_contrastboost.value);
if (rsurface.rtlight || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD))
qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
else
+ /*
+ {
+ vec3_t fogvec;
+ // color.rgb *= SceneBrightness;
+ VectorScale(r_refdef.fogcolor, r_view.colorscale, fogvec);
+ if(r_glsl_permutation->loc_ContrastBoostCoeff >= 0) // need to support contrast boost
+ {
+ // color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1);
+ fogvec[0] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[0] + 1);
+ fogvec[1] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[1] + 1);
+ fogvec[2] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[2] + 1);
+ }
+ qglUniform3fARB(r_glsl_permutation->loc_FogColor, fogvec[0], fogvec[1], fogvec[2]);
+ }
+ */
qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
}
if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
// calculate desired texture sizes
// can't use water if the card does not support the texture size
- if (!r_water.integer || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size)
+ if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size)
texturewidth = textureheight = waterwidth = waterheight = 0;
else if (gl_support_arb_texture_non_power_of_two)
{
R_View_Update();
if (r_timereport_active)
- R_TimeReport("watervisibility");
+ R_TimeReport("watervis");
if (cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->DrawAddWaterPlanes)
{