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Scale the sunlight specular color by weather's GlareView value (Fixes #3375)
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@ -351,11 +351,11 @@ namespace MWRender
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mSunLight->setDirection(osg::Vec3f(1.f,-1.f,-1.f));
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}
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void RenderingManager::setSunColour(const osg::Vec4f &colour)
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void RenderingManager::setSunColour(const osg::Vec4f& diffuse, const osg::Vec4f& specular)
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{
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// need to wrap this in a StateUpdater?
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mSunLight->setDiffuse(colour);
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mSunLight->setSpecular(colour);
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mSunLight->setDiffuse(diffuse);
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mSunLight->setSpecular(specular);
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}
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void RenderingManager::setSunDirection(const osg::Vec3f &direction)
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@ -91,7 +91,7 @@ namespace MWRender
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void skySetMoonColour(bool red);
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void setSunDirection(const osg::Vec3f& direction);
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void setSunColour(const osg::Vec4f& colour);
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void setSunColour(const osg::Vec4f& diffuse, const osg::Vec4f& specular);
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void configureAmbient(const ESM::Cell* cell);
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void configureFog(const ESM::Cell* cell);
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@ -722,7 +722,7 @@ void WeatherManager::update(float duration, bool paused)
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mRendering.configureFog(mResult.mFogDepth, underwaterFog, mResult.mFogColor);
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mRendering.setAmbientColour(mResult.mAmbientColor);
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mRendering.setSunColour(mResult.mSunColor);
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mRendering.setSunColour(mResult.mSunColor, mResult.mSunColor * mResult.mGlareView);
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mRendering.getSkyManager()->setWeather(mResult);
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