diff options
author | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2008-08-26 21:53:04 +0400 |
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committer | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2008-08-26 21:53:04 +0400 |
commit | 76f35a1e9ac6936a20b30968b3713d04e9a68313 (patch) | |
tree | 5b2e2f34badff997a0f6984518a9b4a66acc9b41 | |
parent | 76d03839ac1079766e4c1ec25a964c2188e39adf (diff) |
Apricot Branch: apply glsl object color before mist, makes more sense.
-rw-r--r-- | source/blender/gpu/intern/gpu_material.c | 10 |
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) |