[Scummvm-git-logs] scummvm master -> 5f3cb0f95c0b2611ea1eef084f93e9da7c50341f
aquadran
noreply at scummvm.org
Sat Aug 16 10:07:27 UTC 2025
This automated email contains information about 1 new commit which have been
pushed to the 'scummvm' repo located at https://api.github.com/repos/scummvm/scummvm .
Summary:
5f3cb0f95c WINTERMUTE: Corrected alpha channel in X mesh shader
Commit: 5f3cb0f95c0b2611ea1eef084f93e9da7c50341f
https://github.com/scummvm/scummvm/commit/5f3cb0f95c0b2611ea1eef084f93e9da7c50341f
Author: PaweÅ KoÅodziejski (aquadran at gmail.com)
Date: 2025-08-16T12:07:21+02:00
Commit Message:
WINTERMUTE: Corrected alpha channel in X mesh shader
Changed paths:
engines/wintermute/base/gfx/opengl/shaders/wme_modelx.fragment
engines/wintermute/base/gfx/opengl/shaders/wme_modelx.vertex
diff --git a/engines/wintermute/base/gfx/opengl/shaders/wme_modelx.fragment b/engines/wintermute/base/gfx/opengl/shaders/wme_modelx.fragment
index 9fde1f0b73b..dcb69d0a7a4 100644
--- a/engines/wintermute/base/gfx/opengl/shaders/wme_modelx.fragment
+++ b/engines/wintermute/base/gfx/opengl/shaders/wme_modelx.fragment
@@ -20,7 +20,7 @@ void main() {
}
if (enableFog) {
- outColor = mix(fogColor, outColor, fogFactor);
+ outColor.rgb = mix(fogColor.rgb, outColor.rgb, fogFactor);
}
if (UBOOL_TEST(alphaTest) && outColor.a < alphaRef) {
diff --git a/engines/wintermute/base/gfx/opengl/shaders/wme_modelx.vertex b/engines/wintermute/base/gfx/opengl/shaders/wme_modelx.vertex
index b3f88d386ec..67f5615b9ba 100644
--- a/engines/wintermute/base/gfx/opengl/shaders/wme_modelx.vertex
+++ b/engines/wintermute/base/gfx/opengl/shaders/wme_modelx.vertex
@@ -50,7 +50,6 @@ void main() {
float intensity = 1.0;
vec4 lightPosition = viewMatrix * lights[i]._position;
vec3 vertexToLight = lightPosition.xyz - viewCoords.xyz;
- float dist = length(vertexToLight);
if (lights[i]._direction.w < 0.0) { // Spotlight
vec4 lightDirection = viewMatrix * vec4(lights[i]._direction.xyz, 0.0);
@@ -69,13 +68,11 @@ void main() {
}
intensity *= max(0.0, dot(normalEye, normalize(vertexToLight)));
- light.rgb += lights[i]._color.rgb * intensity;
+ light += lights[i]._color.rgb * intensity;
}
- Color.rgba *= vec4(light.rgb, 1.0);
- Color.rgba += vec4(ambient.rgb * ambientLight.rgb, 1.0);
+ Color.rgb *= light;
+ Color.rgb += ambient.rgb * ambientLight.rgb;
- Color.r = min(Color.r, 1.0);
- Color.g = min(Color.g, 1.0);
- Color.b = min(Color.b, 1.0);
+ Color.rgb = clamp(Color.rgb, 0.0, 1.0);
}
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