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Fix broken coloring of wielditems (#9969)
Fixes a regression that appeared in 5.3.0-dev.
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@ -145,8 +145,10 @@ void main(void)
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vec4 col = vec4(color.rgb, base.a);
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col.rgb *= gl_Color.rgb;
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col.rgb *= emissiveColor.rgb * vIDiff;
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#ifdef ENABLE_TONE_MAPPING
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col = applyToneMapping(col);
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#endif
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@ -38,7 +38,12 @@ void main(void)
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lightVec = sunPosition - worldPosition;
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eyeVec = -(gl_ModelViewMatrix * gl_Vertex).xyz;
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vIDiff = directional_ambient(normalize(gl_Normal));
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// This is intentional comparison with zero without any margin.
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// If normal is not equal to zero exactly, then we assume it's a valid, just not normalized vector
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vIDiff = length(gl_Normal) == 0.0
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? 1.0
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: directional_ambient(normalize(gl_Normal));
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gl_FrontColor = gl_BackColor = gl_Color;
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}
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@ -467,7 +467,11 @@ void WieldMeshSceneNode::setColor(video::SColor c)
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bc.getGreen() * green / 255,
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bc.getBlue() * blue / 255);
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scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
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colorizeMeshBuffer(buf, &buffercolor);
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if (m_enable_shaders)
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setMeshBufferColor(buf, buffercolor);
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else
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colorizeMeshBuffer(buf, &buffercolor);
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}
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}
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@ -481,9 +485,9 @@ void WieldMeshSceneNode::setNodeLightColor(video::SColor color)
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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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setColor(color);
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}
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void WieldMeshSceneNode::render()
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