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fix emissives in character preview
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@ -268,12 +268,15 @@ namespace MWRender
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fog->setEnd(10000000);
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fog->setEnd(10000000);
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stateset->setAttributeAndModes(fog, osg::StateAttribute::OFF|osg::StateAttribute::OVERRIDE);
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stateset->setAttributeAndModes(fog, osg::StateAttribute::OFF|osg::StateAttribute::OVERRIDE);
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// turn of sky blending
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// TODO: Clean up this mess of loose uniforms that shaders depend on.
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// turn off sky blending
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stateset->addUniform(new osg::Uniform("far", 10000000.0f));
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stateset->addUniform(new osg::Uniform("far", 10000000.0f));
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stateset->addUniform(new osg::Uniform("skyBlendingStart", 8000000.0f));
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stateset->addUniform(new osg::Uniform("skyBlendingStart", 8000000.0f));
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stateset->addUniform(new osg::Uniform("sky", 0));
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stateset->addUniform(new osg::Uniform("sky", 0));
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stateset->addUniform(new osg::Uniform("screenRes", osg::Vec2f{1, 1}));
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stateset->addUniform(new osg::Uniform("screenRes", osg::Vec2f{1, 1}));
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stateset->addUniform(new osg::Uniform("emissiveMult", 1.f));
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// Opaque stuff must have 1 as its fragment alpha as the FBO is translucent, so having blending off isn't enough
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// Opaque stuff must have 1 as its fragment alpha as the FBO is translucent, so having blending off isn't enough
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osg::ref_ptr<osg::TexEnvCombine> noBlendAlphaEnv = new osg::TexEnvCombine();
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osg::ref_ptr<osg::TexEnvCombine> noBlendAlphaEnv = new osg::TexEnvCombine();
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noBlendAlphaEnv->setCombine_Alpha(osg::TexEnvCombine::REPLACE);
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noBlendAlphaEnv->setCombine_Alpha(osg::TexEnvCombine::REPLACE);
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