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Updated fragment shaders' floating point comparisons and also some knock-on changes from SVN revision 246.
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@ -111,7 +111,7 @@ void main(void)
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float insideSpot;
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// Get polygon color for untextured polygons (textured polygons will overwrite)
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if (fsTexParams.x==0.0)
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if (fsTexParams.x < 0.5)
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fragColor = gl_Color;
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else
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// Textured polygons: set fragment color to texel value
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@ -111,7 +111,7 @@ void main(void)
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float insideSpot;
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// Get polygon color for untextured polygons (textured polygons will overwrite)
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if (fsTexParams.x==0.0)
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if (fsTexParams.x < 0.5)
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fragColor = gl_Color;
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else
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// Textured polygons: set fragment color to texel value
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@ -167,14 +167,14 @@ void main(void)
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* When the alpha value is 0.0 (or close), pixels are discarded
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* entirely.
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*/
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if (fsTexParams.y > 0.0) // contour processing enabled
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if (fsTexParams.y > 0.5) // contour processing enabled
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{
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if (fragColor.a < 0.01) // discard anything with alpha == 0
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discard;
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}
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// If contour texture and not discarded, force alpha to 1.0 because will later be modified by polygon translucency
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if (fsTexFormat > 0.0) // contour (T1RGB5) texture map
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if (fsTexFormat < 0.5) // contour (T1RGB5) texture map
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fragColor.a = 1.0;
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}
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