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Reuse object_shader for "wielditem" and "item" entity drawtypes (#9537)
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@ -1,127 +0,0 @@
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uniform sampler2D baseTexture;
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uniform sampler2D normalTexture;
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uniform sampler2D textureFlags;
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uniform vec4 skyBgColor;
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uniform float fogDistance;
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uniform vec3 eyePosition;
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varying vec3 vPosition;
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varying vec3 worldPosition;
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varying vec3 eyeVec;
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varying vec3 lightVec;
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bool normalTexturePresent = false;
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bool texTileableHorizontal = false;
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bool texTileableVertical = false;
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bool texSeamless = false;
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const float e = 2.718281828459;
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const float BS = 10.0;
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const float fogStart = FOG_START;
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const float fogShadingParameter = 1 / ( 1 - fogStart);
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void get_texture_flags()
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{
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vec4 flags = texture2D(textureFlags, vec2(0.0, 0.0));
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if (flags.r > 0.5) {
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normalTexturePresent = true;
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}
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if (flags.g > 0.5) {
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texTileableHorizontal = true;
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}
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if (flags.b > 0.5) {
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texTileableVertical = true;
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}
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if (texTileableHorizontal && texTileableVertical) {
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texSeamless = true;
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}
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}
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float intensity(vec3 color)
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{
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return (color.r + color.g + color.b) / 3.0;
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}
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float get_rgb_height(vec2 uv)
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{
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if (texSeamless) {
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return intensity(texture2D(baseTexture, uv).rgb);
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} else {
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return intensity(texture2D(baseTexture, clamp(uv, 0.0, 0.999)).rgb);
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}
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}
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vec4 get_normal_map(vec2 uv)
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{
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vec4 bump = texture2D(normalTexture, uv).rgba;
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bump.xyz = normalize(bump.xyz * 2.0 - 1.0);
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return bump;
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}
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void main(void)
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{
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vec3 color;
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vec4 bump;
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vec2 uv = gl_TexCoord[0].st;
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bool use_normalmap = false;
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get_texture_flags();
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#if USE_NORMALMAPS == 1
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if (normalTexturePresent) {
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bump = get_normal_map(uv);
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use_normalmap = true;
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}
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#endif
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#if GENERATE_NORMALMAPS == 1
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if (normalTexturePresent == false) {
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float tl = get_rgb_height(vec2(uv.x - SAMPLE_STEP, uv.y + SAMPLE_STEP));
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float t = get_rgb_height(vec2(uv.x - SAMPLE_STEP, uv.y - SAMPLE_STEP));
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float tr = get_rgb_height(vec2(uv.x + SAMPLE_STEP, uv.y + SAMPLE_STEP));
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float r = get_rgb_height(vec2(uv.x + SAMPLE_STEP, uv.y));
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float br = get_rgb_height(vec2(uv.x + SAMPLE_STEP, uv.y - SAMPLE_STEP));
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float b = get_rgb_height(vec2(uv.x, uv.y - SAMPLE_STEP));
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float bl = get_rgb_height(vec2(uv.x -SAMPLE_STEP, uv.y - SAMPLE_STEP));
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float l = get_rgb_height(vec2(uv.x - SAMPLE_STEP, uv.y));
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float dX = (tr + 2.0 * r + br) - (tl + 2.0 * l + bl);
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float dY = (bl + 2.0 * b + br) - (tl + 2.0 * t + tr);
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bump = vec4(normalize(vec3 (dX, dY, NORMALMAPS_STRENGTH)), 1.0);
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use_normalmap = true;
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}
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#endif
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vec4 base = texture2D(baseTexture, uv).rgba;
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#ifdef ENABLE_BUMPMAPPING
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if (use_normalmap) {
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vec3 L = normalize(lightVec);
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vec3 E = normalize(eyeVec);
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float specular = pow(clamp(dot(reflect(L, bump.xyz), E), 0.0, 1.0), 1.0);
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float diffuse = dot(-E,bump.xyz);
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color = (diffuse + 0.1 * specular) * base.rgb;
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} else {
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color = base.rgb;
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}
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#else
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color = base.rgb;
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#endif
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vec4 col = vec4(color.rgb, base.a);
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col *= gl_Color;
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// Due to a bug in some (older ?) graphics stacks (possibly in the glsl compiler ?),
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// the fog will only be rendered correctly if the last operation before the
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// clamp() is an addition. Else, the clamp() seems to be ignored.
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// E.g. the following won't work:
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// float clarity = clamp(fogShadingParameter
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// * (fogDistance - length(eyeVec)) / fogDistance), 0.0, 1.0);
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// As additions usually come for free following a multiplication, the new formula
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// should be more efficient as well.
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// Note: clarity = (1 - fogginess)
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float clarity = clamp(fogShadingParameter
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- fogShadingParameter * length(eyeVec) / fogDistance, 0.0, 1.0);
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col = mix(skyBgColor, col, clarity);
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gl_FragColor = vec4(col.rgb, base.a);
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}
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@ -1,32 +0,0 @@
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uniform mat4 mWorldViewProj;
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uniform mat4 mWorld;
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uniform vec3 eyePosition;
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uniform float animationTimer;
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varying vec3 vPosition;
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varying vec3 worldPosition;
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varying vec3 eyeVec;
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varying vec3 lightVec;
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varying vec3 tsEyeVec;
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varying vec3 tsLightVec;
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const float e = 2.718281828459;
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const float BS = 10.0;
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void main(void)
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{
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gl_TexCoord[0] = gl_MultiTexCoord0;
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gl_Position = mWorldViewProj * gl_Vertex;
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vPosition = gl_Position.xyz;
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worldPosition = (mWorld * gl_Vertex).xyz;
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vec3 sunPosition = vec3 (0.0, eyePosition.y * BS + 900.0, 0.0);
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lightVec = sunPosition - worldPosition;
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eyeVec = -(gl_ModelViewMatrix * gl_Vertex).xyz;
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gl_FrontColor = gl_BackColor = gl_Color;
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}
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@ -542,7 +542,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime, f32 tool_r
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m_wieldnode->setPosition(wield_position);
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m_wieldnode->setRotation(wield_rotation);
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m_wieldnode->setColor(player->light_color);
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m_wieldnode->setNodeLightColor(player->light_color);
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// Set render distance
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updateViewingRange();
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@ -826,11 +826,12 @@ void GenericCAO::setNodeLight(u8 light)
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video::SColor color(255, light, light, light);
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if (m_prop.visual == "wielditem" || m_prop.visual == "item") {
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// Since these types of visuals are using their own shader
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// they should be handled separately
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if (m_wield_meshnode)
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m_wield_meshnode->setColor(color);
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} else if (m_enable_shaders) {
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m_wield_meshnode->setNodeLightColor(color);
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return;
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}
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if (m_enable_shaders) {
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scene::ISceneNode *node = getSceneNode();
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if (node == nullptr)
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@ -347,7 +347,7 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, Client *client, bool che
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scene::SMesh *mesh = nullptr;
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if (m_enable_shaders) {
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u32 shader_id = shdrsrc->getShader("wielded_shader", TILE_MATERIAL_BASIC, NDT_NORMAL);
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u32 shader_id = shdrsrc->getShader("object_shader", TILE_MATERIAL_BASIC, NDT_NORMAL);
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m_material_type = shdrsrc->getShaderInfo(shader_id).material;
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}
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@ -471,6 +471,21 @@ void WieldMeshSceneNode::setColor(video::SColor c)
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}
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}
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void WieldMeshSceneNode::setNodeLightColor(video::SColor color)
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{
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if (!m_meshnode)
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return;
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if (m_enable_shaders) {
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for (u32 i = 0; i < m_meshnode->getMaterialCount(); ++i) {
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video::SMaterial &material = m_meshnode->getMaterial(i);
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material.EmissiveColor = color;
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}
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} else {
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setColor(color);
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}
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}
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void WieldMeshSceneNode::render()
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{
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// note: if this method is changed to actually do something,
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@ -87,6 +87,8 @@ public:
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// Must only be used if the constructor was called with lighting = false
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void setColor(video::SColor color);
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void setNodeLightColor(video::SColor color);
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scene::IMesh *getMesh() { return m_meshnode->getMesh(); }
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virtual void render();
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