]> git.xonotic.org Git - xonotic/darkplaces.git/commitdiff
fix bouncegrid intensity so it reacts to r_hdr_scenebrightness and r_hdr
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Tue, 29 Mar 2011 22:40:25 +0000 (22:40 +0000)
committerRudolf Polzer <divverent@alientrap.org>
Wed, 30 Mar 2011 07:01:23 +0000 (09:01 +0200)
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@10982 d7cf8633-e32d-0410-b094-e92efae38249
::stable-branch::merge=a0678e09286d9e08404e457d3499f51faa940f48

gl_rmain.c

index 3dd7eb25b17d7774162d3e2f051fc18fe16c2dca..1a775d392d23112491c6a50f5f37117c3fef9601 100644 (file)
@@ -2680,7 +2680,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2f(r_glsl_permutation->loc_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
                if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
                if (r_glsl_permutation->loc_BounceGridMatrix >= 0) {Matrix4x4_Concat(&tempmatrix, &r_shadow_bouncegridmatrix, &rsurface.matrix);Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BounceGridMatrix, 1, false, m16f);}
-               if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegridintensity);
+               if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegridintensity*r_refdef.view.colorscale);
 
                if (r_glsl_permutation->tex_Texture_First           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First            , r_texture_white                                     );
                if (r_glsl_permutation->tex_Texture_Second          >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second           , r_texture_white                                     );