Revision: 42281
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=42281
Author: kupoman
Date: 2011-11-30 03:39:41 +0000 (Wed, 30 Nov 2011)
Log Message:
-----------
Removing some now unused code from gpu_shader_material.glsl and fixing shadow
color so it works correctly when a lamp is set to shadow only.
Modified Paths:
--------------
branches/ge_harmony/source/blender/gpu/intern/gpu_material.c
branches/ge_harmony/source/blender/gpu/intern/gpu_shader_material.glsl
Modified: branches/ge_harmony/source/blender/gpu/intern/gpu_material.c
===================================================================
--- branches/ge_harmony/source/blender/gpu/intern/gpu_material.c
2011-11-30 01:03:30 UTC (rev 42280)
+++ branches/ge_harmony/source/blender/gpu/intern/gpu_material.c
2011-11-30 03:39:41 UTC (rev 42281)
@@ -706,8 +706,8 @@
GPU_dynamic_uniform(&lamp->dynenergy,
GPU_DYNAMIC_LAMP_DYNENERGY, lamp->ob), &shadfac);
if(!(lamp->mode & LA_NO_DIFF))
- GPU_link(mat,
"shade_only_shadow_diffuse", shadfac, shi->rgb,
- shr->diff, &shr->diff);
+ GPU_link(mat, "mix_mult", shadfac,
shr->diff,
+
GPU_uniform(lamp->shadow_color), &shr->diff);
if(!(lamp->mode & LA_NO_SPEC))
GPU_link(mat,
"shade_only_shadow_specular", shadfac, shi->specrgb,
@@ -717,8 +717,6 @@
add_user_list(&lamp->materials,
shi->gpumat->ma);
return;
}
-
- //GPU_link(mat, "math_multiply", i, shadfac, &i);
}
}
else if((mat->scene->gm.flag & GAME_GLSL_NO_SHADOWS) && (lamp->mode &
LA_ONLYSHADOW)) {
Modified: branches/ge_harmony/source/blender/gpu/intern/gpu_shader_material.glsl
===================================================================
--- branches/ge_harmony/source/blender/gpu/intern/gpu_shader_material.glsl
2011-11-30 01:03:30 UTC (rev 42280)
+++ branches/ge_harmony/source/blender/gpu/intern/gpu_shader_material.glsl
2011-11-30 03:39:41 UTC (rev 42281)
@@ -1749,13 +1749,6 @@
outcol = col*fac;
}
-void shade_shadow_color(vec4 col, float shadfac, vec3 shadowcol, out vec4
outcol)
-{
- if (shadfac >= 1.0)
- outcol = col;
- else
- outcol =
col*shadfac;//vec4(col.rgb*((1.0-shadfac)*shadowcol.rgb), col.a);
-}
void shade_obcolor(vec4 col, vec4 obcol, out vec4 outcol)
{
outcol = vec4(col.rgb*obcol.rgb, col.a);
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