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Add special blend mode for Conker BFD dynamic shadows
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@ -801,6 +801,14 @@ void ShaderCombiner::updateColors(bool _bForce)
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_setV4Uniform(m_uniforms.uBlendColor, &gDP.blendColor.r, _bForce);
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}
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break;
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case 0x07C2:
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// Conker BFD shadow
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// CLR_IN * A_FOG + CLR_FOG * 1MA
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if (gDP.otherMode.cycleType == G_CYC_2CYCLE) {
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nSpecialBlendMode = 3;
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nFogUsage = 5;
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}
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break;
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/* Brings troubles with Roadsters sky
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case 0xc702:
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// Donald Duck
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@ -497,6 +497,10 @@ void OGLRender::_setBlendMode() const
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// Battlezone
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// clr_in * a + clr_in * (1-a)
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case 0xC800:
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// Conker BFD
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// clr_in * a_fog + clr_fog * (1-a)
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// clr_in * 0 + clr_in * 1
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case 0x07C2:
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case 0x00C0:
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//ISS64
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case 0xC302:
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@ -357,6 +357,10 @@ static const char* fragment_shader_blender =
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// Bomberman2
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" color1 = uBlendColor.rgb * uFogColor.a + color1 * (1.0 - uFogColor.a); \n"
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" break; \n"
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" case 3: \n"
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// Conker BFD
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" color1 = color1 * uFogColor.a + uFogColor.rgb * (1.0 - uFogColor.a); \n"
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" break; \n"
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" } \n"
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;
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#endif
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