Fixes a regression that appeared in 5.3.0-dev.
vec4 col = vec4(color.rgb, base.a);
+ col.rgb *= gl_Color.rgb;
+
col.rgb *= emissiveColor.rgb * vIDiff;
-
+
#ifdef ENABLE_TONE_MAPPING
col = applyToneMapping(col);
#endif
lightVec = sunPosition - worldPosition;
eyeVec = -(gl_ModelViewMatrix * gl_Vertex).xyz;
- vIDiff = directional_ambient(normalize(gl_Normal));
+
+ // This is intentional comparison with zero without any margin.
+ // If normal is not equal to zero exactly, then we assume it's a valid, just not normalized vector
+ vIDiff = length(gl_Normal) == 0.0
+ ? 1.0
+ : directional_ambient(normalize(gl_Normal));
gl_FrontColor = gl_BackColor = gl_Color;
}
bc.getGreen() * green / 255,
bc.getBlue() * blue / 255);
scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
- colorizeMeshBuffer(buf, &buffercolor);
+
+ if (m_enable_shaders)
+ setMeshBufferColor(buf, buffercolor);
+ else
+ colorizeMeshBuffer(buf, &buffercolor);
}
}
video::SMaterial &material = m_meshnode->getMaterial(i);
material.EmissiveColor = color;
}
- } else {
- setColor(color);
}
+
+ setColor(color);
}
void WieldMeshSceneNode::render()