r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
}
- if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0) && r_fb.ghosttexture)
+ if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0) && r_fb.ghosttexture && !r_refdef.envmap)
{
float motionblur_maxfactor, motionblur_factor, motionblur_mouseaccel, motionblur_velocity;
static float motionblur_average; // FIXME move to cl.
R_ResetViewRendering2D(fbo, depthtexture, colortexture);
// if blur amount is very small, we don't need the old frame
- if (cl.motionbluralpha > 1 / 256.0 && !r_refdef.envmap && r_fb.ghosttexture_valid)
+ if (cl.motionbluralpha > 0 && r_fb.ghosttexture_valid)
{
GL_BlendFunc(GL_ONE, GL_ZERO);
switch(vid.renderpath)
}
// only if the ghost texture changed
- if(cl.motionbluralpha < 1.0)
+ if(cl.motionbluralpha < 1)
{
// copy view into the ghost texture
R_Mesh_CopyToTexture(r_fb.ghosttexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
" int i;\n"
" float2 tc = TexCoord;\n"
" float3 tex1 = tex2D(Texture_First, tc).rgb;\n"
-" float3 tex1 = tex2D(Texture_Second, tc).rgb;\n"
+" float3 tex2 = tex2D(Texture_Second, tc).rgb;\n"
" float3 tex3 = tex2D(Texture_Dither, tc*8.0+Rand2f).rgb;\n"
" dp_FragColor = (Alpha)*tex1 + (1.0-Alpha)*tex2 + (tex3-0.5)*BitValue;\n"
" }\n"