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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2008-08-26 21:53:04 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2008-08-26 21:53:04 +0400
commit76f35a1e9ac6936a20b30968b3713d04e9a68313 (patch)
tree5b2e2f34badff997a0f6984518a9b4a66acc9b41
parent76d03839ac1079766e4c1ec25a964c2188e39adf (diff)
Apricot Branch: apply glsl object color before mist, makes more sense.
-rw-r--r--source/blender/gpu/intern/gpu_material.c10
1 files changed, 5 insertions, 5 deletions
diff --git a/source/blender/gpu/intern/gpu_material.c b/source/blender/gpu/intern/gpu_material.c
index b850ef4181c..dbaa9c2fb33 100644
--- a/source/blender/gpu/intern/gpu_material.c
+++ b/source/blender/gpu/intern/gpu_material.c
@@ -1161,6 +1161,11 @@ void GPU_shaderesult_set(GPUShadeInput *shi, GPUShadeResult *shr)
GPU_link(mat, "shade_add", shr->combined, shr->spec, &shr->combined);
}
+ if(ma->shade_flag & MA_OBCOLOR) {
+ mat->obcolalpha = 1;
+ GPU_link(mat, "shade_obcolor", shr->combined, GPU_builtin(GPU_OBCOLOR), &shr->combined);
+ }
+
if(world && (world->mode & WO_MIST) && !(ma->mode & MA_NOMIST)) {
misttype = world->mistype;
@@ -1181,11 +1186,6 @@ void GPU_shaderesult_set(GPUShadeInput *shi, GPUShadeResult *shr)
}
GPU_link(mat, "mtex_alpha_to_col", shr->combined, shr->alpha, &shr->combined);
-
- if(ma->shade_flag & MA_OBCOLOR) {
- mat->obcolalpha = 1;
- GPU_link(mat, "shade_obcolor", shr->combined, GPU_builtin(GPU_OBCOLOR), &shr->combined);
- }
}
GPUNodeLink *GPU_blender_material(GPUMaterial *mat, Material *ma)