Commit bcf932ea authored by Michele Bosi's avatar Michele Bosi

Renamed vl_Vivid.smartFog into vl_Vivid.fog

parent cc0ebd1b
......@@ -308,8 +308,8 @@ public:
fx1->shader()->gocFog()->setStart( act->boundingBox().width() * 1 ); // Only used with Linear mode
fx1->shader()->gocFog()->setEnd( act->boundingBox().width() * 2 ); // Only used with Linear mode
fx1->shader()->gocFog()->setDensity( 1.0f ); // Only used with Exp & Exp2 mode
fx1->shader()->gocUniform("vl_Vivid.smartFog.mode")->setUniformI( 1 ); // 0=OFF, 1=Linear, 2=Exp, 3=Exp2
fx1->shader()->gocUniform("vl_Vivid.smartFog.target")->setUniformI( 0 ); // 0=Color, 1=Alpha, 2=Saturation
fx1->shader()->gocUniform("vl_Vivid.fog.mode")->setUniformI( 1 ); // 0=OFF, 1=Linear, 2=Exp, 3=Exp2
fx1->shader()->gocUniform("vl_Vivid.fog.target")->setUniformI( 0 ); // 0=Color, 1=Alpha, 2=Saturation
#endif
fx1->shader()->gocUniform("vl_Vivid.outline.color")->setUniform( white );
......
......@@ -103,12 +103,12 @@ ref<Effect> VividRendering::makeVividEffect(Effect* effect) {
fx->shader()->gocUniform( "vl_Vivid.material.shininess" )->setUniformF( 128 );
// Fog
fx->shader()->gocUniform("vl_Vivid.smartFog.mode")->setUniformI( 0 ); // 0=Off, 1=Linear, 2=Exp, 3=Exp2
fx->shader()->gocUniform("vl_Vivid.smartFog.target")->setUniformI( 0 ); // 0=Color, 1=Alpha, 2=Saturation
fx->shader()->gocUniform("vl_Vivid.smartFog.start")->setUniformF( 0 );
fx->shader()->gocUniform("vl_Vivid.smartFog.end")->setUniformF( 1 );
fx->shader()->gocUniform("vl_Vivid.smartFog.density")->setUniformF( 1 );
fx->shader()->gocUniform("vl_Vivid.smartFog.color")->setUniform( vl::black );
fx->shader()->gocUniform("vl_Vivid.fog.mode")->setUniformI( 0 ); // 0=Off, 1=Linear, 2=Exp, 3=Exp2
fx->shader()->gocUniform("vl_Vivid.fog.target")->setUniformI( 0 ); // 0=Color, 1=Alpha, 2=Saturation
fx->shader()->gocUniform("vl_Vivid.fog.start")->setUniformF( 0 );
fx->shader()->gocUniform("vl_Vivid.fog.end")->setUniformF( 1 );
fx->shader()->gocUniform("vl_Vivid.fog.density")->setUniformF( 1 );
fx->shader()->gocUniform("vl_Vivid.fog.color")->setUniform( vl::black );
// Light
fx->shader()->gocUniform( "vl_Vivid.light.diffuse" )->setUniform( fvec4(1, 1, 1, 1) );
......
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