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Restore flashlight reflections on buildings throughout Silent Hill, and introduce flashlight reflections to some special objects #986
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improve shader comments
update window shaders and include assembly
… calculate per-pixel Blinn-Phong specular + generated specular LUT texture to calculate specular power
… invert it's value before multiplying the specular
… magenta, currently still limited to shop window in town east
… components, and d3d8tod3d9 shim was fixing that automatically
…inal lighting, we're now using 100% of all available DirectX 8 pixel shader instructions, so this is the most complicated shader in all of the game now
… the fading phase, and generated all 4 phases so now we can fade in and out when we toggle the flashlight also had to loop back the DrawActor prelude to the Specular.cpp magic so that "SpecularFix" is working
Added specular support for models (mostly doors)
Hardcode final flashlight specular color values Remove DebugMagenta
Move flashlight reflection code to own file Settings/launcher entries and naming
…se wrapped interface instead of the proxy interface. Also fixed memory leaks by adding and using IUnknownPtr class that acts as auto-ptr for Com interfaces to make sure there's no dangling references.
fixed crash if using original flashlight texture + memory leaks
Reverted HookActorOpaqueDraw changes
Added the addresses for 1.1 and DC and tested that they work. Thanks @AeroWidescreen for doing the legwork in finding them. |
@iOrange, @FrozenFish24, Nice work! |
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Huge thanks to @iOrange for making this possible. This is 99% his work (and it looks amazing, might I add).