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Fix selection buffer (i.e. item selection on the inventory character preview) when object shaders were disabled
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@ -391,8 +391,6 @@ void OMW::Engine::go()
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MWBase::Environment::get().getWorld()->changeToInteriorCell (mCellName, pos);
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}
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std::cout << "\nPress Q/ESC or close window to exit.\n";
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mOgre->getRoot()->addFrameListener (this);
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// Play some good 'ol tunes
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@ -420,7 +418,7 @@ void OMW::Engine::go()
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// Save user settings
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settings.saveUser(settingspath);
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std::cout << "Quitting peacefully.\n";
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std::cout << "Quitting peacefully." << std::endl;
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}
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void OMW::Engine::activate()
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@ -1,5 +1,6 @@
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material SelectionColour
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{
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allow_fixed_function false
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pass
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{
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vertex_program selection_vertex
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@ -2,7 +2,7 @@ material Water
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{
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pass
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{
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emissive 0.6 0.7 1.0
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emissive 1.0 1.0 1.0
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ambient 0 0 0
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diffuse 0 0 0 1
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specular 0 0 0 32
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@ -42,7 +42,7 @@
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SH_START_PROGRAM
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{
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shOutputColour(0).xyz = shSample(animatedTexture, UV * 15).xyz * float3(0.6, 0.7, 1.0);
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shOutputColour(0).xyz = shSample(animatedTexture, UV * 15).xyz * float3(1.0, 1.0, 1.0);
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shOutputColour(0).w = 0.7;
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float fogValue = shSaturate((depth - fogParams.y) * fogParams.w);
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