the mistake must be somewhere in the bits of shader code that run when OO_REDUCED_COMPLEXITY is true
that should narrow it down to these parts (i think)
Code: Select all
// Irregular flickering function
#ifdef OO_REDUCED_COMPLEXITY
#define Pulse(v, ts) ((v) * 0.95)
#else
float Pulse(float value, float timeScale)
{
float t = uTime * timeScale;
float s0 = t;
s0 -= floor(s0);
float sum = abs( s0 - 0.5);
float s1 = t * 0.7 - 0.05;
s1 -= floor(s1);
sum += abs(s1 - 0.5) - 0.25;
float s2 = t * 1.3 - 0.3;
s2 -= floor(s2);
sum += abs(s2 - 0.5) - 0.25;
float s3 = t * 5.09 - 0.6;
s3 -= floor(s3);
sum += abs(s3 - 0.5) - 0.25;
return (sum * 0.1 + 0.9) * value;
}
// Hull Temperate heat glow
vec4 TemperatureGlow(float level)
{
vec4 result = vec4(0);
result.r = level;
result.g = level * level * level;
result.b = max(level - 0.7, 0.0) * 2.0;
result.a = 1.0;
return result;
}
#endif
Code: Select all
#ifdef OO_REDUCED_COMPLEXITY
// Add in the specular effects for simple shader mode
color += specular * color * 3.0 * specIntensity;
#endif
ah, i think it must be this line #define Pulse(v, ts) ((v) * 0.95) that gets used in simple & shaders off mode, i should imagine v, ts should be floating point numbers and not numbers