FIRE-3661; add color uniform to previewV.glsl.
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53136d0eae
commit
d858030301
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@ -35,6 +35,9 @@ ATTRIBUTE vec2 texcoord0;
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VARYING vec4 vertex_color;
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VARYING vec2 vary_texcoord0;
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// <FS:ND> FIRE-3661; Uniform variable for color.
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uniform vec4 color;
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// </FS:ND>
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vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
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void calcAtmospherics(vec3 inPositionEye);
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@ -50,8 +53,12 @@ void main()
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calcAtmospherics(pos.xyz);
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vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), vec4(0.));
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vertex_color = color;
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// <FS:ND> USe color passed by uniform instead of hardcoded value
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// vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), vec4(0.));
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// vertex_color = color;
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vertex_color = calcLighting(pos.xyz, norm, color, vec4(0.));
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// </FS:ND>
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}
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@ -911,6 +911,11 @@ BOOL LLImagePreviewSculpted::render()
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const F32 BRIGHTNESS = 0.9f;
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gGL.color3f(BRIGHTNESS, BRIGHTNESS, BRIGHTNESS);
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// <FS:ND> FIRE-3661; set color to 1/1/1/1, this is the value that was
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// previously hard coded in previewV.glsl
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gGL.diffuseColor4f( 1., 1., 1., 1. );
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// </FS:ND>
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mVertexBuffer->setBuffer(LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_NORMAL | LLVertexBuffer::MAP_TEXCOORD0);
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mVertexBuffer->draw(LLRender::TRIANGLES, num_indices, 0);
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