"uniform sampler2D Texture_Second;\n"
"#endif\n"
"#ifdef USEGAMMARAMPS\n"
-"uniform sampler2D Texture_Attenuation;\n"
+"uniform sampler2D Texture_GammaRamps;\n"
"#endif\n"
"#ifdef USEVERTEXTEXTUREBLEND\n"
"uniform vec4 TintColor;\n"
" gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
"#endif\n"
"#ifdef USEVERTEXTEXTUREBLEND\n"
-" gl_FragColor = mix(TintColor, gl_FragColor, TintColor.a);\n"
+" gl_FragColor = mix(gl_FragColor, TintColor, TintColor.a);\n"
"#endif\n"
"\n"
"#ifdef USEPOSTPROCESSING\n"
"#endif\n"
"\n"
"#ifdef USEGAMMARAMPS\n"
-" gl_FragColor.r = texture2D(Texture_Attenuation, vec2(gl_FragColor.r, 0)).r;\n"
-" gl_FragColor.g = texture2D(Texture_Attenuation, vec2(gl_FragColor.g, 0)).g;\n"
-" gl_FragColor.b = texture2D(Texture_Attenuation, vec2(gl_FragColor.b, 0)).b;\n"
+" gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
+" gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
+" gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
"#endif\n"
"}\n"
"# endif\n"
// locations of detected uniforms in program object, or -1 if not found
int loc_Texture_First;
int loc_Texture_Second;
+ int loc_Texture_GammaRamps;
int loc_Texture_Normal;
int loc_Texture_Color;
int loc_Texture_Gloss;
// initialize the samplers to refer to the texture units we use
if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
+ if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_bloom));
R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
- if (r_glsl_permutation->loc_Texture_Attenuation >= 0)
- R_Mesh_TexBind(GL20TU_ATTENUATION, R_GetTexture(r_texture_gammaramps));
+ if (r_glsl_permutation->loc_Texture_GammaRamps >= 0)
+ R_Mesh_TexBind(GL20TU_GAMMARAMPS, R_GetTexture(r_texture_gammaramps));
if (r_glsl_permutation->loc_TintColor >= 0)
qglUniform4fARB(r_glsl_permutation->loc_TintColor, r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
if (r_glsl_permutation->loc_ClientTime >= 0)