diff --git a/apps/openmw/mwgui/inventorywindow.cpp b/apps/openmw/mwgui/inventorywindow.cpp index 22075a62d..e91cf5a12 100644 --- a/apps/openmw/mwgui/inventorywindow.cpp +++ b/apps/openmw/mwgui/inventorywindow.cpp @@ -143,6 +143,12 @@ namespace MWGui mItemView->setModel(mSortModel); + mFilterAll->setStateSelected(true); + mFilterWeapon->setStateSelected(false); + mFilterApparel->setStateSelected(false); + mFilterMagic->setStateSelected(false); + mFilterMisc->setStateSelected(false); + mPreview->updatePtr(mPtr); mPreview->rebuild(); mPreview->update(); diff --git a/files/shaders/objects_fragment.glsl b/files/shaders/objects_fragment.glsl index 5a72b44b3..ed1322609 100644 --- a/files/shaders/objects_fragment.glsl +++ b/files/shaders/objects_fragment.glsl @@ -47,9 +47,9 @@ varying float depth; #define PER_PIXEL_LIGHTING (@normalMap || @forcePPL) #if !PER_PIXEL_LIGHTING -varying vec4 lighting; +centroid varying vec4 lighting; #else -varying vec4 passColor; +centroid varying vec4 passColor; #endif varying vec3 passViewPos; varying vec3 passNormal; diff --git a/files/shaders/objects_vertex.glsl b/files/shaders/objects_vertex.glsl index e140cd6ad..4ed02b9c3 100644 --- a/files/shaders/objects_vertex.glsl +++ b/files/shaders/objects_vertex.glsl @@ -38,9 +38,9 @@ varying float depth; #define PER_PIXEL_LIGHTING (@normalMap || @forcePPL) #if !PER_PIXEL_LIGHTING -varying vec4 lighting; +centroid varying vec4 lighting; #else -varying vec4 passColor; +centroid varying vec4 passColor; #endif varying vec3 passViewPos; varying vec3 passNormal; diff --git a/files/shaders/terrain_fragment.glsl b/files/shaders/terrain_fragment.glsl index 134e838c0..ef6d7f226 100644 --- a/files/shaders/terrain_fragment.glsl +++ b/files/shaders/terrain_fragment.glsl @@ -17,9 +17,9 @@ varying float depth; #define PER_PIXEL_LIGHTING (@normalMap || @forcePPL) #if !PER_PIXEL_LIGHTING -varying vec4 lighting; +centroid varying vec4 lighting; #else -varying vec4 passColor; +centroid varying vec4 passColor; #endif varying vec3 passViewPos; varying vec3 passNormal; diff --git a/files/shaders/terrain_vertex.glsl b/files/shaders/terrain_vertex.glsl index e2a180153..9e7c4a162 100644 --- a/files/shaders/terrain_vertex.glsl +++ b/files/shaders/terrain_vertex.glsl @@ -6,9 +6,9 @@ varying float depth; #define PER_PIXEL_LIGHTING (@normalMap || @forcePPL) #if !PER_PIXEL_LIGHTING -varying vec4 lighting; +centroid varying vec4 lighting; #else -varying vec4 passColor; +centroid varying vec4 passColor; #endif varying vec3 passViewPos; varying vec3 passNormal;