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https://github.com/AxioDL/PrimeWorldEditor.git
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Default zero mat/amb alpha so bloom does not get overpowered
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@@ -190,8 +190,7 @@ bool CMaterial::SetCurrent(FRenderOptions Options)
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CGraphics::sPixelBlock.TevColor[iTev] = mTevColors[iTev];
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// Set color channels
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// COLOR0_Amb is initialized by the node instead of by the material
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CGraphics::sVertexBlock.COLOR0_Mat = CColor::skWhite;
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// COLOR0_Amb,Mat is initialized by the node instead of by the material
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// Set depth write - force on if alpha is disabled (lots of weird depth issues otherwise)
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if ((mOptions & EMaterialOption::DepthWrite) || (Options & ERenderOption::NoAlpha)) glDepthMask(GL_TRUE);
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@@ -996,6 +996,7 @@ bool CMaterialLoader::SetupIncandecenceStage(STevTracker& Tracker, CMaterial* pM
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auto pPass = std::make_unique<CMaterialPass>(pMat);
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SetMP3IntermediateIntoMaterialPass(pPass.get(), *IntermediateInca);
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/* KColor is set as the INCA mod color in game */
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pPass->SetKColorSel(kKonstOne);
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pPass->SetColorInputs(kZeroRGB, kKonstRGB, kTextureRGB, kPrevRGB);
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pPass->SetColorOutput(kPrevReg);
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@@ -1036,6 +1037,7 @@ bool CMaterialLoader::SetupIncandecenceStageNoBloom(STevTracker& Tracker, CMater
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auto pPass = std::make_unique<CMaterialPass>(pMat);
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SetMP3IntermediateIntoMaterialPass(pPass.get(), *IntermediateInca);
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/* KColor is set as the INCA mod color in game */
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pPass->SetKColorSel(kKonstOne);
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pPass->SetColorInputs(kZeroRGB, kKonstRGB, kTextureRGB, kPrevRGB);
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pPass->SetAlphaInputs(kZeroAlpha, kZeroAlpha, kZeroAlpha, kPrevAlpha);
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@@ -1073,6 +1075,7 @@ bool CMaterialLoader::SetupStartingIncandecenceStage(STevTracker& Tracker, CMate
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auto pPass = std::make_unique<CMaterialPass>(pMat);
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SetMP3IntermediateIntoMaterialPass(pPass.get(), *IntermediateInca);
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/* KColor is set as the INCA mod color in game */
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pPass->SetKColorSel(kKonstOne);
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pPass->SetColorInputs(kZeroRGB, kTextureRGB, kKonstRGB, kZeroRGB);
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if (IntermediateInca->mSettings & EPassSettings::BloomContribution)
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