sRGB convert all shader specified colors
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084d085966
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2b560b8348
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@ -1301,6 +1301,13 @@ static void ParseShaderFile( const char *filename )
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GetTokenAppend( shaderText, qfalse );
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GetTokenAppend( shaderText, qfalse );
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sun->color[ 2 ] = atof( token );
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sun->color[ 2 ] = atof( token );
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if(colorsRGB)
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{
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sun->color[0] = Image_LinearFloatFromsRGBFloat(sun->color[0]);
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sun->color[1] = Image_LinearFloatFromsRGBFloat(sun->color[1]);
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sun->color[2] = Image_LinearFloatFromsRGBFloat(sun->color[2]);
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}
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/* normalize it */
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/* normalize it */
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VectorNormalize( sun->color, sun->color );
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VectorNormalize( sun->color, sun->color );
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@ -1492,6 +1499,12 @@ static void ParseShaderFile( const char *filename )
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si->color[ 1 ] = atof( token );
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si->color[ 1 ] = atof( token );
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GetTokenAppend( shaderText, qfalse );
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GetTokenAppend( shaderText, qfalse );
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si->color[ 2 ] = atof( token );
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si->color[ 2 ] = atof( token );
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if(colorsRGB)
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{
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si->color[0] = Image_LinearFloatFromsRGBFloat(si->color[0]);
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si->color[1] = Image_LinearFloatFromsRGBFloat(si->color[1]);
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si->color[2] = Image_LinearFloatFromsRGBFloat(si->color[2]);
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}
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ColorNormalize( si->color, si->color );
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ColorNormalize( si->color, si->color );
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}
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}
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@ -1527,6 +1540,13 @@ static void ParseShaderFile( const char *filename )
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si->floodlightIntensity = atof( token );
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si->floodlightIntensity = atof( token );
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GetTokenAppend( shaderText, qfalse );
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GetTokenAppend( shaderText, qfalse );
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si->floodlightDirectionScale = atof( token );
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si->floodlightDirectionScale = atof( token );
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if(colorsRGB)
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{
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si->floodlightRGB[0] = Image_LinearFloatFromsRGBFloat(si->floodlightRGB[0]);
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si->floodlightRGB[1] = Image_LinearFloatFromsRGBFloat(si->floodlightRGB[1]);
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si->floodlightRGB[2] = Image_LinearFloatFromsRGBFloat(si->floodlightRGB[2]);
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}
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VectorNormalize(si->floodlightRGB);
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}
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}
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/* jal: q3map_nodirty : skip dirty */
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/* jal: q3map_nodirty : skip dirty */
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@ -1806,6 +1826,12 @@ static void ParseShaderFile( const char *filename )
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{
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{
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cm->type = CM_COLOR_SET;
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cm->type = CM_COLOR_SET;
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Parse1DMatrixAppend( shaderText, 3, cm->data );
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Parse1DMatrixAppend( shaderText, 3, cm->data );
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if(colorsRGB)
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{
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cm->data[0] = Image_LinearFloatFromsRGBFloat(cm->data[0]);
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cm->data[1] = Image_LinearFloatFromsRGBFloat(cm->data[1]);
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cm->data[2] = Image_LinearFloatFromsRGBFloat(cm->data[2]);
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}
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}
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}
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/* alpha scale A */
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/* alpha scale A */
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