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author | Daniel Stokes <kupomail@gmail.com> | 2012-05-21 01:19:55 +0400 |
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committer | Daniel Stokes <kupomail@gmail.com> | 2012-05-21 01:19:55 +0400 |
commit | deac41506fbba6040f89e578f0f4b8ba5c506bf8 (patch) | |
tree | d3d391507dad1615dc571e1253d0a59f5ce0fca2 | |
parent | 2d2d36fe3b2f3e7eed7d05714abc80f1a5a82303 (diff) |
Fix #31511: GLSL preview is much darker than F12 results
A problem caused by Harmony branch code. A value was being set improperly for the GLSL shader.
-rw-r--r-- | source/blender/gpu/intern/gpu_material.c | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/gpu/intern/gpu_material.c b/source/blender/gpu/intern/gpu_material.c index 4cb868a9fea..7ccb25e6cf6 100644 --- a/source/blender/gpu/intern/gpu_material.c +++ b/source/blender/gpu/intern/gpu_material.c @@ -708,7 +708,7 @@ static void shade_one_light(GPUShadeInput *shi, GPUShadeResult *shr, GPULamp *la i = is; GPU_link(mat, "shade_visifac", i, visifac, shi->refl, &i); - GPU_link(mat, "shade_mul_value", i, GPU_dynamic_uniform(lamp->dyncol, GPU_DYNAMIC_LAMP_DYNCOL, lamp->ob), &lcol); + GPU_link(mat, "set_value", GPU_dynamic_uniform(lamp->dyncol, GPU_DYNAMIC_LAMP_DYNCOL, lamp->ob), &lcol); shade_light_textures(mat, lamp, &lcol); #if 0 |