WS30: Revert to green channel for texture atlas
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3 changed files with 3 additions and 3 deletions
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@ -370,7 +370,7 @@ int read_landclass_id(in vec2 tile_coord)
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vec2 dy = dFdy(tile_coord.st);
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int lc;
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if (landclass_source == 0) lc = (int(texture2D(landclass, tile_coord.st).r * 255.0 + 0.5));
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if (landclass_source == 0) lc = (int(texture2D(landclass, tile_coord.st).g * 255.0 + 0.5));
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else lc = (get_random_landclass(tile_coord.st, tile_size));
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return lc;
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}
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@ -58,7 +58,7 @@ void main()
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} else {
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// The Landclass for this particular fragment. This can be used to
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// index into the atlas textures.
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int lc = int(texture2D(landclass, gl_TexCoord[0].st).r * 255.0 + 0.5);
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int lc = int(texture2D(landclass, gl_TexCoord[0].st).g * 255.0 + 0.5);
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uint tex1 = uint(fg_textureLookup1[lc].r * 255.0 + 0.5);
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// Color Mode is always AMBIENT_AND_DIFFUSE, which means
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@ -57,7 +57,7 @@ void main()
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} else {
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// The Landclass for this particular fragment. This can be used to
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// index into the atlas textures.
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int lc = int(texture2D(landclass, gl_TexCoord[0].st).r * 255.0 + 0.5);
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int lc = int(texture2D(landclass, gl_TexCoord[0].st).g * 255.0 + 0.5);
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// Color Mode is always AMBIENT_AND_DIFFUSE, which means
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// using a base colour of white for ambient/diffuse,
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