parent
99027205df
commit
b979ddef7d
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@ -25,6 +25,7 @@
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uniform mat3 normal_matrix;
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uniform mat4 texture_matrix0;
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uniform vec4 ambient_color; // <FS:Beq/> add ambient color to preview shader
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uniform mat4 modelview_matrix;
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uniform mat4 modelview_projection_matrix;
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@ -87,7 +88,7 @@ void main()
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vec3 norm = normalize(normal_matrix * normal);
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vec4 col = vec4(0,0,0,1);
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vec4 col = ambient_color; // <FS:Beq/> add ambient color to preview shader
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// Collect normal lights (need to be divided by two, as we later multiply by 2)
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col.rgb += light_diffuse[1].rgb * calcDirectionalLight(norm, light_position[1].xyz);
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@ -424,7 +424,7 @@ bool LLModelPreview::matchMaterialOrder(LLModel* lod, LLModel* ref, int& refFace
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std::ostringstream out;
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out << "material " << ref->mMaterialList[i]
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<< " not found in lod adding placeholder";
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LL_DEBUGS("MESHSKININFO") << out << LL_ENDL;
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LL_DEBUGS("MESHSKININFO") << out.str() << LL_ENDL;
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if (mImporterDebug)
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{
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LLFloaterModelPreview::addStringToLog(out, false);
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@ -458,8 +458,8 @@ bool LLModelPreview::matchMaterialOrder(LLModel* lod, LLModel* ref, int& refFace
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if (lod->mMaterialList.size() != ref->mMaterialList.size())
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{
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std::ostringstream out;
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out << "Material of LOD model " << lod->getName() << " has more materials than a reference" << ref->getName() << ".";
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LL_INFOS("MESHSKININFO") << out << LL_ENDL;
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out << "Material of LOD model " << lod->getName() << " has more materials than the reference " << ref->getName() << ".";
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LL_INFOS("MESHSKININFO") << out.str() << LL_ENDL;
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LLFloaterModelPreview::addStringToLog(out, true);
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return false;
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}
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@ -3371,6 +3371,7 @@ BOOL LLModelPreview::render()
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gGL.loadIdentity();
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gPipeline.enableLightsPreview();
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gObjectPreviewProgram.uniform4fv(LLShaderMgr::AMBIENT, 1, LLPipeline::PreviewAmbientColor.mV); // <FS:Beq> pass ambient setting to shader
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LLQuaternion camera_rot = LLQuaternion(mCameraPitch, LLVector3::y_axis) *
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LLQuaternion(mCameraYaw, LLVector3::z_axis);
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@ -3219,7 +3219,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
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if (success)
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{
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gObjectPreviewProgram.mName = "Simple Shader";
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gObjectPreviewProgram.mName = "Preview Shader"; // <FS:Beq> update preview shader name
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gObjectPreviewProgram.mFeatures.calculatesLighting = false;
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gObjectPreviewProgram.mFeatures.calculatesAtmospherics = false;
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gObjectPreviewProgram.mFeatures.hasGamma = false;
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@ -1492,6 +1492,16 @@
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label="Model Edge"
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tool_tip="Edge color for the model in preview window on the Mesh uploader"
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name="mesh_preview_edge_color"/>
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<color_swatch
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control_name="PreviewAmbientColor"
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follows="top|left"
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left_pad="24"
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height="64"
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width="120"
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can_apply_immediately="true"
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label="Ambient Light"
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tool_tip="Ambient light level in preview window (also affects animation preview etc)"
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name="preview_ambient_color"/>
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<text
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type="string"
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length="1"
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