quake2ts 0.0.510 → 0.0.511

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@@ -6134,6 +6134,7 @@ uniform vec4 u_styleLayerMapping; // 0, 1, 2... or -1 if invalid
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  uniform float u_alpha;
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  uniform bool u_applyLightmap;
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  uniform bool u_warp;
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+ uniform bool u_lightmapOnly;
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  uniform float u_time;
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  uniform int u_renderMode; // 0: Textured, 1: Solid, 2: Solid Faceted
@@ -6149,7 +6150,10 @@ void main() {
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  if (u_renderMode == 0) {
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  // TEXTURED MODE
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- vec4 base = texture(u_diffuseMap, v_texCoord);
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+ vec4 base = vec4(1.0);
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+ if (!u_lightmapOnly) {
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+ base = texture(u_diffuseMap, v_texCoord);
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+ }
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  vec3 totalLight = vec3(1.0);
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@@ -6266,6 +6270,7 @@ var BspSurfacePipeline = class {
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  this.uniformAlpha = this.program.getUniformLocation("u_alpha");
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  this.uniformApplyLightmap = this.program.getUniformLocation("u_applyLightmap");
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  this.uniformWarp = this.program.getUniformLocation("u_warp");
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+ this.uniformLightmapOnly = this.program.getUniformLocation("u_lightmapOnly");
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  this.uniformDiffuse = this.program.getUniformLocation("u_diffuseMap");
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  this.uniformLightmap = this.program.getUniformLocation("u_lightmapAtlas");
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  this.uniformTime = this.program.getUniformLocation("u_time");
@@ -6294,7 +6299,8 @@ var BspSurfacePipeline = class {
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  alpha,
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  warp,
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  dlights = [],
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- renderMode
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+ renderMode,
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+ lightmapOnly
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  } = options;
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  const state = deriveSurfaceRenderState(surfaceFlags, timeSeconds);
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  const styles = resolveLightStyles(styleIndices, styleValues);
@@ -6312,6 +6318,7 @@ var BspSurfacePipeline = class {
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  const applyLightmap = !state.sky && lightmapSampler !== void 0 && !finalWarp;
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  this.gl.uniform1i(this.uniformApplyLightmap, applyLightmap ? 1 : 0);
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  this.gl.uniform1i(this.uniformWarp, finalWarp ? 1 : 0);
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+ this.gl.uniform1i(this.uniformLightmapOnly, lightmapOnly ? 1 : 0);
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  this.gl.uniform1f(this.uniformTime, timeSeconds);
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  this.gl.uniform1i(this.uniformDiffuse, diffuseSampler);
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  this.gl.uniform1i(this.uniformLightmap, lightmapSampler ?? 0);