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gl_rasterizer: use texture buffer for fog LUT
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@ -584,8 +584,7 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve
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float fog_i = MathUtil::Clamp(floorf(fog_index), 0.0f, 127.0f);
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float fog_f = fog_index - fog_i;
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const auto& fog_lut_entry = g_state.fog.lut[static_cast<unsigned int>(fog_i)];
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float fog_factor = (fog_lut_entry.value + fog_lut_entry.difference * fog_f) /
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2047.0f; // This is signed fixed point 1.11
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float fog_factor = fog_lut_entry.ToFloat() + fog_lut_entry.DiffToFloat() * fog_f;
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fog_factor = MathUtil::Clamp(fog_factor, 0.0f, 1.0f);
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// Blend the fog
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