]> de.git.xonotic.org Git - xonotic/darkplaces.git/commitdiff
changed uniform GlowScale to GlowColor
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Sun, 4 Oct 2009 02:59:46 +0000 (02:59 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Sun, 4 Oct 2009 02:59:46 +0000 (02:59 +0000)
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@9298 d7cf8633-e32d-0410-b094-e92efae38249

gl_rmain.c

index f11963bd0ee269a232e8ed028fe771c9cd28c23f..1e578d9d41fd6cefa43bfcb1ea5d95a955f1f7c4 100644 (file)
@@ -849,7 +849,7 @@ static const char *builtinshaderstring =
 "//# endif\n"
 "//#endif\n"
 "\n"
-"uniform myhalf GlowScale;\n"
+"uniform myhalf3 GlowColor;\n"
 "uniform myhalf SceneBrightness;\n"
 "\n"
 "uniform float OffsetMapping_Scale;\n"
@@ -1373,7 +1373,7 @@ static const char *builtinshaderstring =
 "#ifdef USEVERTEXTEXTUREBLEND\n"
 "      color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend);\n"
 "#else\n"
-"      color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
+"      color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowColor;\n"
 "#endif\n"
 "#endif\n"
 "\n"
@@ -1596,7 +1596,7 @@ typedef struct r_glsl_permutation_s
        int loc_DiffuseScale;
        int loc_SpecularScale;
        int loc_SpecularPower;
-       int loc_GlowScale;
+       int loc_GlowColor;
        int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
        int loc_OffsetMapping_Scale;
        int loc_TintColor;
@@ -1791,7 +1791,7 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode
                p->loc_DiffuseScale               = qglGetUniformLocationARB(p->program, "DiffuseScale");
                p->loc_SpecularPower              = qglGetUniformLocationARB(p->program, "SpecularPower");
                p->loc_SpecularScale              = qglGetUniformLocationARB(p->program, "SpecularScale");
-               p->loc_GlowScale                  = qglGetUniformLocationARB(p->program, "GlowScale");
+               p->loc_GlowColor                  = qglGetUniformLocationARB(p->program, "GlowColor");
                p->loc_SceneBrightness            = qglGetUniformLocationARB(p->program, "SceneBrightness");
                p->loc_OffsetMapping_Scale        = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
                p->loc_TintColor                  = qglGetUniformLocationARB(p->program, "TintColor");
@@ -2211,7 +2211,7 @@ void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, f
                        if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
                }
                if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2], rsurface.texture->lightmapcolor[3]);
-               if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
+               if (r_glsl_permutation->loc_GlowColor >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowColor, r_hdr_glowintensity.value, r_hdr_glowintensity.value, r_hdr_glowintensity.value);
                // additive passes are only darkened by fog, not tinted
                if (r_glsl_permutation->loc_FogColor >= 0)
                {