uint32_t fog_mode : 2;
uint32_t fog_range : 1;
uint32_t color0in_one : 1;
- uint32_t color1in_one : 1;
+ uint32_t color1in_zero : 1;
uint32_t fog : 1;
uint32_t specular_enable : 1;
uint32_t normalizenormals : 1;
vs->aNrm = build_vs_add_input(vs, NINE_DECLUSAGE_NORMAL);
vs->aCol[0] = ureg_imm1f(ureg, 1.0f);
- vs->aCol[1] = ureg_imm1f(ureg, 1.0f);
+ vs->aCol[1] = ureg_imm1f(ureg, 0.0f);
if (key->lighting || key->darkness) {
const unsigned mask = key->mtl_diffuse | key->mtl_specular |
key->mtl_ambient | key->mtl_emissive;
if ((mask & 0x1) && !key->color0in_one)
vs->aCol[0] = build_vs_add_input(vs, NINE_DECLUSAGE_i(COLOR, 0));
- if ((mask & 0x2) && !key->color1in_one)
+ if ((mask & 0x2) && !key->color1in_zero)
vs->aCol[1] = build_vs_add_input(vs, NINE_DECLUSAGE_i(COLOR, 1));
vs->mtlD = MATERIAL_CONST(1);
if (key->mtl_emissive == 2) vs->mtlE = vs->aCol[1];
} else {
if (!key->color0in_one) vs->aCol[0] = build_vs_add_input(vs, NINE_DECLUSAGE_i(COLOR, 0));
- if (!key->color1in_one) vs->aCol[1] = build_vs_add_input(vs, NINE_DECLUSAGE_i(COLOR, 1));
+ if (!key->color1in_zero) vs->aCol[1] = build_vs_add_input(vs, NINE_DECLUSAGE_i(COLOR, 1));
}
if (key->vertexpointsize)
/* FIXME: this shouldn't be NULL, but it is on init */
if (state->vdecl) {
key.color0in_one = 1;
- key.color1in_one = 1;
+ key.color1in_zero = 1;
for (i = 0; i < state->vdecl->nelems; i++) {
uint16_t usage = state->vdecl->usage_map[i];
if (usage == NINE_DECLUSAGE_POSITIONT)
else if (usage == NINE_DECLUSAGE_i(COLOR, 0))
key.color0in_one = 0;
else if (usage == NINE_DECLUSAGE_i(COLOR, 1))
- key.color1in_one = 0;
+ key.color1in_zero = 0;
else if (usage == NINE_DECLUSAGE_PSIZE)
key.vertexpointsize = 1;
else if (usage % NINE_DECLUSAGE_COUNT == NINE_DECLUSAGE_TEXCOORD) {