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authorSmileTheory <SmileTheory@gmail.com>2014-02-13 18:04:23 -0800
committerTim Angus <tim@ngus.net>2014-06-17 17:43:39 +0100
commit0df612b754067973315d33531bbc8c4dcd9b260a (patch)
treef8f407a23cd19a686832fac53142aae2a41e7015 /src/renderergl2/glsl
parent34db22cbee9443e69bcd556996cea272a95de4ae (diff)
OpenGL2: Set RGBM to use a multiplier of 1, and only use it with HDR lightmaps.
Diffstat (limited to 'src/renderergl2/glsl')
-rw-r--r--src/renderergl2/glsl/generic_fp.glsl2
-rw-r--r--src/renderergl2/glsl/lightall_fp.glsl2
2 files changed, 2 insertions, 2 deletions
diff --git a/src/renderergl2/glsl/generic_fp.glsl b/src/renderergl2/glsl/generic_fp.glsl
index f485797f..aefa33c3 100644
--- a/src/renderergl2/glsl/generic_fp.glsl
+++ b/src/renderergl2/glsl/generic_fp.glsl
@@ -21,7 +21,7 @@ void main()
#if defined(USE_LIGHTMAP)
vec4 color2 = texture2D(u_LightMap, var_LightTex);
#if defined(RGBM_LIGHTMAP)
- color2.rgb *= 32.0 * color2.a;
+ color2.rgb *= color2.a;
color2.a = 1.0;
#endif
diff --git a/src/renderergl2/glsl/lightall_fp.glsl b/src/renderergl2/glsl/lightall_fp.glsl
index d134e409..b983d6fe 100644
--- a/src/renderergl2/glsl/lightall_fp.glsl
+++ b/src/renderergl2/glsl/lightall_fp.glsl
@@ -346,7 +346,7 @@ void main()
vec4 lightSample = texture2D(u_LightMap, var_TexCoords.zw);
vec3 lightColor = lightSample.rgb;
#if defined(RGBM_LIGHTMAP)
- lightColor *= 32.0 * lightSample.a;
+ lightColor *= lightSample.a;
#endif
#elif defined(USE_LIGHT_VECTOR) && !defined(USE_FAST_LIGHT)
vec3 lightColor = u_DirectedLight * CalcLightAttenuation(float(var_LightDir.w > 0.0), var_LightDir.w / sqrLightDist);