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r_showVertexColors - don't black out generic shader
When r_showVertexColors is enabled, the lightMapping shader draws just the vertex colors. But the `generic` shader inexplicably was setting the color to (0, 0, 0, 0). Don't do that. It's stupid because it breaks the console and 2D drawing and does not help debugging.
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src/engine/renderer/glsl_source/generic_fp.glsl

Lines changed: 1 addition & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -83,9 +83,7 @@ void main()
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outputColor = color;
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// Debugging.
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#if defined(r_showVertexColors)
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outputColor = vec4(0.0, 0.0, 0.0, 0.0);
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#elif defined(USE_MATERIAL_SYSTEM) && defined(r_showGlobalMaterials)
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if defined(USE_MATERIAL_SYSTEM) && defined(r_showGlobalMaterials)
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outputColor.rgb = u_MaterialColour;
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#endif
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}

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