" position *= 0.125;\n"
" //~tweaked for Quake\n"
" float distanceSquared = (position.x * position.x + position.z * position.z);\n"
-" position.y += 5*sin(distanceSquared*sin(float(worldTime)/143.0)/1000.0);\n"
+" position.y += 5.0*sin(distanceSquared*sin(worldTime/143.0)/1000.0);\n"
" float y = position.y;\n"
" float x = position.x;\n"
-" float om = sin(distanceSquared*sin(float(worldTime)/256.0)/5000.0) * sin(float(worldTime)/200.0);\n"
+" float om = sin(distanceSquared*sin(worldTime/256.0)/5000.0) * sin(worldTime/200.0);\n"
" position.y = x*sin(om)+y*cos(om);\n"
" position.x = x*cos(om)-y*sin(om);\n"
" return position;\n"
"#ifdef USESPECULAR\n"
"uniform sampler2D Texture_Second;\n"
"#endif\n"
+"#ifdef USEGAMMARAMPS\n"
+"uniform sampler2D Texture_GammaRamps;\n"
+"#endif\n"
"\n"
"void main(void)\n"
"{\n"
" dp_FragColor = mix(dp_FragColor, tex2, tex2.a);\n"
"# endif\n"
"#endif\n"
+"#ifdef USEGAMMARAMPS\n"
+" dp_FragColor.r = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.r, 0)).r;\n"
+" dp_FragColor.g = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.g, 0)).g;\n"
+" dp_FragColor.b = dp_texture2D(Texture_GammaRamps, vec2(dp_FragColor.b, 0)).b;\n"
+"#endif\n"
"}\n"
"#endif\n"
"#else // !MODE_GENERIC\n"