}
if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
- if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA)
+ if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA && !notrippy)
permutation |= SHADERPERMUTATION_FOGALPHAHACK;
switch(vid.renderpath)
{
if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, t->render_rtlight_specular[0], t->render_rtlight_specular[1], t->render_rtlight_specular[2]);
}
// additive passes are only darkened by fog, not tinted
- if (r_glsl_permutation->loc_FogColor >= 0)
+ if (r_glsl_permutation->loc_FogColor >= 0 && !notrippy)
{
if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);