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display: don't apply color-scale-via-lighting to shader inputs
This isn't working properly at the moment, since the state gets set for the *next* object, causing significant artifacts. I wasn't entirely sure whether to restore the "proper" behavior or not, since applications may be relying on one or the other behavior, but enabling this feature for shaders is a minefield and it's a lot better to just tell people to use p3d_ColorScale instead.
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@ -1433,12 +1433,7 @@ fetch_specified_part(Shader::ShaderMatInput part, InternalName *name,
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// Apply the default OpenGL lights otherwise.
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// Special exception for light 0, which defaults to white.
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string basename = name->get_basename();
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if (basename == "color" || basename == "diffuse") {
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t.set_row(3, _light_color_scale);
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return &t;
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} else if (basename == "specular") {
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return &LMatrix4::ones_mat();
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}
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return &LMatrix4::ones_mat();
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}
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return fetch_specified_member(NodePath(), name, t);
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}
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@ -1551,7 +1546,6 @@ fetch_specified_member(const NodePath &np, CPT_InternalName attrib, LMatrix4 &t)
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nassertr(light != nullptr, &LMatrix4::ident_mat());
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if (node->is_ambient_light()) {
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LColor c = light->get_color();
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c.componentwise_mult(_light_color_scale);
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t.set_row(3, c);
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} else {
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// Non-ambient lights don't currently have an ambient color in Panda3D.
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@ -1570,7 +1564,6 @@ fetch_specified_member(const NodePath &np, CPT_InternalName attrib, LMatrix4 &t)
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t.set_row(3, LColor(0.0f, 0.0f, 0.0f, 1.0f));
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} else {
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LColor c = light->get_color();
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c.componentwise_mult(_light_color_scale);
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t.set_row(3, c);
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}
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return &t;
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