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glsl: fix issue with vertex colors not showing up
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@ -2194,7 +2194,7 @@ update_shader_vertex_arrays(ShaderContext *prev, bool force) {
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// Figure out which attributes to enable or disable.
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// Figure out which attributes to enable or disable.
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BitMask32 enabled_attribs = _enabled_attribs;
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BitMask32 enabled_attribs = _enabled_attribs;
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if (_color_attrib_index != -1 &&
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if (_color_attrib_index != -1 &&
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color_attrib->get_type() != ColorAttrib::T_vertex) {
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color_attrib->get_color_type() != ColorAttrib::T_vertex) {
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// Vertex colours are disabled.
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// Vertex colours are disabled.
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enabled_attribs.clear_bit(_color_attrib_index);
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enabled_attribs.clear_bit(_color_attrib_index);
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@ -2247,7 +2247,7 @@ update_shader_vertex_arrays(ShaderContext *prev, bool force) {
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// Don't apply vertex colors if they are disabled with a ColorAttrib.
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// Don't apply vertex colors if they are disabled with a ColorAttrib.
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int num_elements, element_stride, divisor;
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int num_elements, element_stride, divisor;
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bool normalized;
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bool normalized;
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if ((p != _color_attrib_index || color_attrib->get_type() == ColorAttrib::T_vertex) &&
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if ((p != _color_attrib_index || color_attrib->get_color_type() == ColorAttrib::T_vertex) &&
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_glgsg->_data_reader->get_array_info(name, array_reader,
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_glgsg->_data_reader->get_array_info(name, array_reader,
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num_values, numeric_type,
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num_values, numeric_type,
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normalized, start, stride, divisor,
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normalized, start, stride, divisor,
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