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Update microtexture coordinate logic (Harry Tuttle)
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@ -981,7 +981,7 @@ void CNew3D::SetMeshValues(SortingMesh *currentMesh, PolyHeader &ph)
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if (currentMesh->microTexture) {
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float microTexScale[] = { 4, 8, 16, 32 };
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float microTexScale[] = { 2, 4, 8, 16 };
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currentMesh->microTextureID = ph.MicroTextureID();
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currentMesh->microTextureScale = microTexScale[ph.MicroTextureMinLOD()];
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@ -102,8 +102,8 @@ vec4 GetTextureValue()
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}
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if (microTexture) {
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vec2 scale = baseTexSize/256.0;
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vec4 tex2Data = texture2D( tex2, fsTexCoord.st * scale * microTextureScale);
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vec2 scale = baseTexSize / ( 128.0 / microTextureScale );
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vec4 tex2Data = texture2D( tex2, fsTexCoord.st * scale);
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tex1Data = (tex1Data+tex2Data)/2.0;
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}
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