diff --git a/PCK-Studio/Rendering/SceneViewport.cs b/PCK-Studio/Rendering/SceneViewport.cs index c422742c..9f32fff8 100644 --- a/PCK-Studio/Rendering/SceneViewport.cs +++ b/PCK-Studio/Rendering/SceneViewport.cs @@ -261,8 +261,8 @@ namespace PckStudio.Rendering Matrix4 viewProjection = Camera.GetViewProjection(); colorShader.SetUniformMat4("ViewProjection", ref viewProjection); colorShader.SetUniformMat4("Transform", ref transform); - colorShader.SetUniform4("baseColor", color); - colorShader.SetUniform1("intensity", 0.6f); + colorShader.SetUniform4("BlendColor", color); + colorShader.SetUniform1("Intensity", 0.6f); GL.Enable(EnableCap.LineSmooth); @@ -540,8 +540,8 @@ namespace PckStudio.Rendering { Matrix4 transform = Matrix4.CreateTranslation(Camera.FocalPoint).Inverted(); colorShader.SetUniformMat4("Transform", ref transform); - colorShader.SetUniform1("intensity", 0.75f); - colorShader.SetUniform4("baseColor", Color.DeepPink); + colorShader.SetUniform1("Intensity", 0.75f); + colorShader.SetUniform4("BlendColor", Color.DeepPink); GL.PointSize(5f); Renderer.Draw(colorShader, d_debugPointDrawContext); GL.PointSize(1f); @@ -553,8 +553,8 @@ namespace PckStudio.Rendering transform *= Matrix4.CreateScale(Camera.Distance / 4f).Inverted(); transform.Invert(); colorShader.SetUniformMat4("Transform", ref transform); - colorShader.SetUniform1("intensity", 0.75f); - colorShader.SetUniform4("baseColor", Color.White); + colorShader.SetUniform1("Intensity", 0.75f); + colorShader.SetUniform4("BlendColor", Color.White); Renderer.SetLineWidth(2f); diff --git a/PCK-Studio/Rendering/SkinRenderer.cs b/PCK-Studio/Rendering/SkinRenderer.cs index 92293594..db9c7740 100644 --- a/PCK-Studio/Rendering/SkinRenderer.cs +++ b/PCK-Studio/Rendering/SkinRenderer.cs @@ -490,8 +490,8 @@ namespace PckStudio.Rendering { var lineShader = ShaderProgram.Create(Resources.plainColorVertexShader, Resources.plainColorFragmentShader); lineShader.Bind(); - lineShader.SetUniform4("baseColor", Color.WhiteSmoke); - lineShader.SetUniform1("intensity", 0.5f); + lineShader.SetUniform4("BlendColor", Color.WhiteSmoke); + lineShader.SetUniform1("Intensity", 0.5f); lineShader.Validate(); AddShader("PlainColorShader", lineShader); @@ -950,8 +950,8 @@ namespace PckStudio.Rendering lineShader.Bind(); lineShader.SetUniformMat4("ViewProjection", ref viewProjection); lineShader.SetUniformMat4("Transform", ref transform); - lineShader.SetUniform1("intensity", 1f); - lineShader.SetUniform4("baseColor", GuideLineColor); + lineShader.SetUniform1("Intensity", 1f); + lineShader.SetUniform4("BlendColor", GuideLineColor); Renderer.SetLineWidth(2.5f); Renderer.Draw(lineShader, GetGuidelineDrawContext()); Renderer.SetLineWidth(1f); @@ -1007,8 +1007,8 @@ namespace PckStudio.Rendering GL.BlendFunc(BlendingFactor.DstAlpha, BlendingFactor.OneMinusSrcAlpha); lineShader.Bind(); lineShader.SetUniformMat4("ViewProjection", ref viewProjection); - lineShader.SetUniform1("intensity", 0.5f); - lineShader.SetUniform4("baseColor", Color.AntiqueWhite); + lineShader.SetUniform1("Intensity", 0.5f); + lineShader.SetUniform4("BlendColor", Color.AntiqueWhite); Matrix4 transform = Matrix4.CreateScale(25f) * Matrix4.CreateTranslation(new Vector3(0f, -24.1f, 0f)); lineShader.SetUniformMat4("Transform", ref transform); Renderer.Draw(lineShader, _groundDrawContext); diff --git a/PCK-Studio/Resources/shader/plainColorFragmentShader.glsl b/PCK-Studio/Resources/shader/plainColorFragmentShader.glsl index ff328663..31725db1 100644 --- a/PCK-Studio/Resources/shader/plainColorFragmentShader.glsl +++ b/PCK-Studio/Resources/shader/plainColorFragmentShader.glsl @@ -2,12 +2,12 @@ layout(location = 0) out vec4 FragColor; -uniform vec4 baseColor; -uniform float intensity; +uniform vec4 BlendColor; +uniform float Intensity; in vec4 color; void main() { - FragColor = vec4((color * baseColor).rgb, intensity); + FragColor = vec4((color * BlendColor).rgb, Intensity); } \ No newline at end of file