Explicitly clamp gl_FrontColor, for llvmpipe compatibility
This was SVN commit r9075.
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@ -8,7 +8,7 @@ void main()
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vec3 normal = InstancingNormal(gl_Normal);
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vec4 worldPos = InstancingPosition(gl_Vertex);
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gl_FrontColor = vec4(lighting(normal),1.0) * gl_Color;
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gl_FrontColor = clamp(vec4(lighting(normal), 1.0) * gl_Color, 0.0, 1.0);
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gl_TexCoord[0] = gl_MultiTexCoord0;
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gl_Position = gl_ModelViewProjectionMatrix * worldPos;
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}
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@ -10,7 +10,7 @@ void main()
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vec3 normal = InstancingNormal(gl_Normal);
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vec4 worldPos = InstancingPosition(gl_Vertex);
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gl_FrontColor = vec4(lighting(normal),1.0) * gl_Color;
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gl_FrontColor = clamp(vec4(lighting(normal), 1.0) * gl_Color, 0.0, 1.0);
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gl_TexCoord[0] = gl_MultiTexCoord0;
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gl_TexCoord[1] = postouv1(worldPos);
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gl_Position = gl_ModelViewProjectionMatrix * worldPos;
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@ -2,7 +2,7 @@ vec3 lighting(vec3 normal);
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void main()
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{
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gl_FrontColor = vec4(lighting(gl_Normal),1.0) * gl_Color;
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gl_FrontColor = clamp(vec4(lighting(gl_Normal), 1.0) * gl_Color, 0.0, 1.0);
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gl_TexCoord[0] = gl_MultiTexCoord0;
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gl_Position = ftransform();
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}
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@ -3,7 +3,7 @@ vec4 postouv1(vec4 pos);
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void main()
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{
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gl_FrontColor = vec4(lighting(gl_Normal),1.0) * gl_Color;
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gl_FrontColor = clamp(vec4(lighting(gl_Normal), 1.0) * gl_Color, 0.0, 1.0);
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gl_TexCoord[0] = gl_MultiTexCoord0;
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gl_TexCoord[1] = postouv1(gl_Vertex);
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gl_Position = ftransform();
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