Use FPU_SHAD_SCALE.scale_factor for shadow intensity instead of

hardcoded value.
This commit is contained in:
Flyinghead 2018-05-23 12:26:24 +02:00
parent 488b9ab831
commit 2f9dcfabd8
1 changed files with 1 additions and 1 deletions

View File

@ -925,7 +925,7 @@ void DrawModVols(int first, int count)
glcache.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glcache.UseProgram(gl.modvol_shader.program);
glUniform1f(gl.modvol_shader.sp_ShaderColor,0.5f);
glUniform1f(gl.modvol_shader.sp_ShaderColor, 1 - FPU_SHAD_SCALE.scale_factor / 256.f);
glcache.DepthMask(GL_FALSE);
glcache.DepthFunc(GL_GREATER);