- changed handling of DynLight in shader to serve as a global dynamic light color for all lighting modes.
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12 changed files with 61 additions and 89 deletions
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@ -224,15 +224,16 @@ bool FRenderState::ApplyShader()
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glUniform3iv(activeShader->lightrange_index, 1, mNumLights);
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glUniform4fv(activeShader->lights_index, mNumLights[2], mLightData);
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}
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if (glset.lightmode == 8)
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{
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glUniform3fv(activeShader->dlightcolor_index, 1, mDynLight);
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}
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if (mObjectColor != activeShader->currentobjectcolor)
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{
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activeShader->currentobjectcolor = mObjectColor;
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glUniform4f(activeShader->objectcolor_index, mObjectColor.r / 255.f, mObjectColor.g / 255.f, mObjectColor.b / 255.f, mObjectColor.a / 255.f);
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}
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if (mDynColor != activeShader->currentdlightcolor)
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{
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activeShader->currentobjectcolor = mObjectColor;
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glUniform4f(activeShader->dlightcolor_index, mDynColor.r / 255.f, mDynColor.g / 255.f, mDynColor.b / 255.f, 0);
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}
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return true;
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}
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