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minor fixes to color handling
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11
shaders.cpp
11
shaders.cpp
@@ -340,10 +340,10 @@ void id_modelview() {
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#endif
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void color2(color_t color, ld part) {
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void color2(color_t color, ld scale) {
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GLfloat cols[4];
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for(int i=0; i<4; i++)
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cols[i] = (color >> ((3-i) * 8) & 0xff) / 255.0 * part;
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cols[i] = part(color, 3-i) / 255.0 * scale;
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#if CAP_SHADER
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// glUniform4fv(current->uFog, 4, cols);
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if(!current) return;
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@@ -354,12 +354,7 @@ void color2(color_t color, ld part) {
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}
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void colorClear(color_t color) {
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unsigned char *c = (unsigned char*) (&color);
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#if SDL_BYTEORDER == SDL_BIG_ENDIAN
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glClearColor(c[0] / 255.0, c[1] / 255.0, c[2]/255.0, c[3] / 255.0);
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#else
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glClearColor(c[3] / 255.0, c[2] / 255.0, c[1]/255.0, c[0] / 255.0);
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#endif
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glClearColor(part(color, 3) / 255.0, part(color, 2) / 255.0, part(color, 1) / 255.0, part(color, 0) / 255.0);
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}
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void be_nontextured(shader_projection sp) { switch_mode(gmColored, sp); }
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