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shift glow logic to use a bool. we'll likely make that a scalar at some point, but not at the last second
gl math parity. for proper *command* parity we'll need to hunt down why it' forcing it to version 110
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3 changed files with 7 additions and 7 deletions
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@ -495,7 +495,7 @@ void RenderParticleMgr::renderParticle(ParticleRenderInst* ri, SceneRenderState*
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mParticleShaderConsts.mShaderConsts->setSafe( mParticleShaderConsts.mAlphaFactorSC, alphaFactor );
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mParticleShaderConsts.mShaderConsts->setSafe( mParticleShaderConsts.mAlphaScaleSC, alphaScale );
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mParticleShaderConsts.mShaderConsts->setSafe(mParticleShaderConsts.mGlowSC, ri->glow ? 1 : 0);
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mParticleShaderConsts.mShaderConsts->setSafe(mParticleShaderConsts.mGlowSC, ri->glow);
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mParticleShaderConsts.mShaderConsts->setSafe( mParticleShaderConsts.mFSModelViewProjSC, *ri->modelViewProj );
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mParticleShaderConsts.mShaderConsts->setSafe( mParticleShaderConsts.mOneOverFarSC, 1.0f / state->getFarPlane() );
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