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Change sky blending fix to remove changing the "sky" texture slot when disabling sky blending.
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2 changed files with 0 additions and 9 deletions
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@ -258,11 +258,8 @@ namespace MWRender
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// TODO: Clean up this mess of loose uniforms that shaders depend on.
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// turn off sky blending
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int skyTextureSlot = mResourceSystem->getSceneManager()->getShaderManager().reserveGlobalTextureUnits(
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Shader::ShaderManager::Slot::SkyTexture);
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stateset->addUniform(new osg::Uniform("far", 10000000.0f));
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stateset->addUniform(new osg::Uniform("skyBlendingStart", 8000000.0f));
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stateset->addUniform(new osg::Uniform("sky", skyTextureSlot));
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stateset->addUniform(new osg::Uniform("screenRes", osg::Vec2f{ 1, 1 }));
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stateset->addUniform(new osg::Uniform("emissiveMult", 1.f));
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@ -736,14 +736,8 @@ namespace MWRender
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stateset->setAttributeAndModes(fog, osg::StateAttribute::OFF | osg::StateAttribute::OVERRIDE);
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// turn of sky blending
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int skyTextureSlot = MWBase::Environment::get()
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.getResourceSystem()
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->getSceneManager()
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->getShaderManager()
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.reserveGlobalTextureUnits(Shader::ShaderManager::Slot::SkyTexture);
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stateset->addUniform(new osg::Uniform("far", 10000000.0f));
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stateset->addUniform(new osg::Uniform("skyBlendingStart", 8000000.0f));
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stateset->addUniform(new osg::Uniform("sky", skyTextureSlot));
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stateset->addUniform(new osg::Uniform("screenRes", osg::Vec2f{ 1, 1 }));
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osg::ref_ptr<osg::LightModel> lightmodel = new osg::LightModel;
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