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bugfix(water): Fix river visuals in black shroud (TheSuperHackers#2749)
1 parent adcf69e commit cc4a683

1 file changed

Lines changed: 5 additions & 3 deletions

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  • Core/GameEngineDevice/Source/W3DDevice/GameClient/Water

Core/GameEngineDevice/Source/W3DDevice/GameClient/Water/W3DWater.cpp

Lines changed: 5 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -179,7 +179,7 @@ static Int getRiverVertexDiffuse(W3DShroud *shroud, Real x, Real y, Real shadeR,
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(Int)(shadeR * shroudScale),
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(Int)(shadeG * shroudScale),
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(Int)(shadeB * shroudScale),
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(diffuse >> 24) & 0xff);
182+
((diffuse >> 24) & 0xff) * shroudScale);
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}
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void doSkyBoxSet(Bool startDraw)
@@ -926,9 +926,11 @@ void WaterRenderObjClass::ReAcquireResources()
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tex t1 \n\
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tex t2 \n\
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tex t3\n\
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mul r0,v0,t0 ; blend vertex color into t0. \n\
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mul r0.rgb, v0, t0 ; blend vertex color into t0. \n\
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mov r0.a, t0 ; keep vertex alpha from fading the base water. \n\
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mul r1, t1, t2 ; mul\n\
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add r0.rgb, r0, t3\n\
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add r1.rgb, r1, t3\n\
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mul r1.rgb, r1, v0.a\n\
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+mul r0.a, r0, t3\n\
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add r0.rgb, r0, r1\n";
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hr = D3DXAssembleShader( shader, strlen(shader), 0, nullptr, &compiledShader, nullptr);

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