GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
if (lightcubemap)
R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
- VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color2);
+ VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
{
color[0] = bound(0, color2[0], 1);
GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
if (lightcubemap)
R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
- VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color2);
+ VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
{
color[0] = bound(0, color2[0], 1);
qglColorMask(1,1,1,0);
GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
- VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color2);
+ VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
{
color[0] = bound(0, color2[0], 1);
GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
if (lightcubemap)
R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
- VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color2);
+ VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
{
color[0] = bound(0, color2[0], 1);
GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
if (lightcubemap)
R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
- VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color2);
+ VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
{
color[0] = bound(0, color2[0], 1);
GL_DepthMask(false);
GL_DepthTest(true);
GL_ColorPointer(varray_color4f);
- VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color2);
+ VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(basetexture);
m.pointer_texcoord[0] = texcoord2f;
glosstexture = r_shadow_blankglosstexture;
if (r_shadow_gloss.integer >= 2 || (r_shadow_gloss.integer >= 1 && glosstexture != r_shadow_blankglosstexture))
{
- colorscale = r_colorscale * r_shadow_glossintensity.value;
+ colorscale = r_shadow_glossintensity.value;
if (!bumptexture)
bumptexture = r_shadow_blankbumptexture;
if (glosstexture == r_shadow_blankglosstexture)