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base repository: DaemonEngine/Daemon
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base: e8c9fb0490
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head repository: DaemonEngine/Daemon
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compare: ca3634aa75
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- 8 commits
- 21 files changed
- 2 contributors
Commits on Jan 15, 2025
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cmake: do not use space in compiler string definition, it is not comp…
…atible with the standalone MinGW for Windows
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Commits on Jan 17, 2025
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When set to >= 0, the value of this cvar (in milliseconds) will be used for time-based shader effects.
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`u_Color` was a vec4 that was being set from a `Color` object, which only has 8-bit precision per colour, so using up 4 times more memory than that to transfer it was quite atrocious. Instead, pack it into a uint32_t, then use `unpackUnorm4x8()` to unpack in the shader. Also adds a macro for unpacking for hardware that doesn't support `GL_ARB_gpu_shader5`.
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Add a uint version of u_ColorModulate
Add `u_ColorModulateColorGen` for use with shaders other than `cameraEffects`, since the latter can get an arbitrary vec4 for it. All other shaders only use 12 distinct states of `u_ColorModulateColorGen`, encoded as 5 bits. Also adds `u_ColorModulateLightFactor` as a global uniform, to be able to put the `genericMaterial` shader struct into 8 bytes. Fixes an issue with material shader post-processing that was removing global uniforms that had similar names to a non-global one.
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Move the multiplication by tr.mapLightFactor to the generic shader, store it in `u_ColorModulateColorGen`.
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Switch lightFactor to use u_ColorModulateColorGen
`tr.mapLightFactor` is already in `u_ColorModulateColorGen` anyway, so there's no need for the extra uniform.
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Fix colorModulate for lightFactor < 4
Also fixes extra bits beng added to the `lightFactor` part `SetUniform_ColorModulateColorGen` in some cases.
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