diff --git a/indra/newview/app_settings/shaders/class1/objects/previewV.glsl b/indra/newview/app_settings/shaders/class1/objects/previewV.glsl index 5dcfa87066..4fec3d1936 100644 --- a/indra/newview/app_settings/shaders/class1/objects/previewV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/previewV.glsl @@ -35,6 +35,9 @@ ATTRIBUTE vec2 texcoord0; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; +// FIRE-3661; Uniform variable for color. +uniform vec4 color; +// vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); void calcAtmospherics(vec3 inPositionEye); @@ -50,8 +53,12 @@ void main() calcAtmospherics(pos.xyz); - vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), vec4(0.)); - vertex_color = color; +// USe color passed by uniform instead of hardcoded value + +// vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), vec4(0.)); +// vertex_color = color; + + vertex_color = calcLighting(pos.xyz, norm, color, vec4(0.)); +// - } diff --git a/indra/newview/llfloaterimagepreview.cpp b/indra/newview/llfloaterimagepreview.cpp index 6491e8baa3..4ab29753ee 100644 --- a/indra/newview/llfloaterimagepreview.cpp +++ b/indra/newview/llfloaterimagepreview.cpp @@ -911,6 +911,11 @@ BOOL LLImagePreviewSculpted::render() const F32 BRIGHTNESS = 0.9f; gGL.color3f(BRIGHTNESS, BRIGHTNESS, BRIGHTNESS); + // FIRE-3661; set color to 1/1/1/1, this is the value that was + // previously hard coded in previewV.glsl + gGL.diffuseColor4f( 1., 1., 1., 1. ); + // + mVertexBuffer->setBuffer(LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_NORMAL | LLVertexBuffer::MAP_TEXCOORD0); mVertexBuffer->draw(LLRender::TRIANGLES, num_indices, 0);