// scale down shot color by bounce intensity and texture color (or 50% if no texture reported)
VectorScale(shotcolor, r_shadow_bouncegrid_particlebounceintensity.value, shotcolor);
if (cliptrace.hittexture && cliptrace.hittexture->currentskinframe)
- VectorMultiply(shotcolor, rsurface.texture->currentskinframe->avgcolor, shotcolor);
+ VectorMultiply(shotcolor, cliptrace.hittexture->currentskinframe->avgcolor, shotcolor);
else
- VectorScale(shotcolor, 0.5f->avgcolor, shotcolor);
+ VectorScale(shotcolor, 0.5f, shotcolor);
if (VectorLength2(shotcolor) < 3.0f)
break;
r_refdef.stats.bouncegrid_bounces++;