"//# endif\n"
"//#endif\n"
"\n"
-"uniform myhalf GlowScale;\n"
+"uniform myhalf3 GlowColor;\n"
"uniform myhalf SceneBrightness;\n"
"\n"
"uniform float OffsetMapping_Scale;\n"
"#ifdef USEVERTEXTEXTUREBLEND\n"
" color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend);\n"
"#else\n"
-" color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
+" color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowColor;\n"
"#endif\n"
"#endif\n"
"\n"
int loc_DiffuseScale;
int loc_SpecularScale;
int loc_SpecularPower;
- int loc_GlowScale;
+ int loc_GlowColor;
int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
int loc_OffsetMapping_Scale;
int loc_TintColor;
p->loc_DiffuseScale = qglGetUniformLocationARB(p->program, "DiffuseScale");
p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
p->loc_SpecularScale = qglGetUniformLocationARB(p->program, "SpecularScale");
- p->loc_GlowScale = qglGetUniformLocationARB(p->program, "GlowScale");
+ p->loc_GlowColor = qglGetUniformLocationARB(p->program, "GlowColor");
p->loc_SceneBrightness = qglGetUniformLocationARB(p->program, "SceneBrightness");
p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
p->loc_TintColor = qglGetUniformLocationARB(p->program, "TintColor");
if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
}
if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2], rsurface.texture->lightmapcolor[3]);
- if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
+ if (r_glsl_permutation->loc_GlowColor >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowColor, r_hdr_glowintensity.value, r_hdr_glowintensity.value, r_hdr_glowintensity.value);
// additive passes are only darkened by fog, not tinted
if (r_glsl_permutation->loc_FogColor >= 0)
{