Update with the same type from blender export script
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6b60d866ba
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@ -133,22 +133,22 @@ Material::Material(const XMLNode *node, bool deprecated)
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// force the reset flag in this case.
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// force the reset flag in this case.
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if(m_falling_effect)
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if(m_falling_effect)
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m_drive_reset=true;
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m_drive_reset=true;
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node->get("surface", &m_surface );
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node->get("surface", &m_surface );
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node->get("ignore", &m_ignore );
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node->get("ignore", &m_ignore );
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node->get("max-speed", &m_max_speed_fraction);
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node->get("max-speed", &m_max_speed_fraction );
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node->get("slowdown-time", &m_slowdown_time );
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node->get("slowdown-time", &m_slowdown_time );
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node->get("backface-culling", &m_backface_culling );
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node->get("backface-culling", &m_backface_culling );
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node->get("disable-z-write", &m_disable_z_write );
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node->get("disable-z-write", &m_disable_z_write );
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node->get("colorizable", &m_colorizable );
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node->get("colorizable", &m_colorizable );
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node->get("colorized-factor", &m_colorized_factor );
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node->get("colorization-factor", &m_colorization_factor);
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node->get("fog", &m_fog );
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node->get("fog", &m_fog );
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node->get("mask", &m_mask );
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node->get("mask", &m_mask );
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node->get("gloss-map", &m_gloss_map );
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node->get("gloss-map", &m_gloss_map );
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node->get("water-splash", &m_water_splash );
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node->get("water-splash", &m_water_splash );
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node->get("jump", &m_is_jump_texture );
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node->get("jump", &m_is_jump_texture );
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node->get("has-gravity", &m_has_gravity );
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node->get("has-gravity", &m_has_gravity );
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if (m_collision_reaction != NORMAL)
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if (m_collision_reaction != NORMAL)
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{
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{
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@ -437,7 +437,7 @@ void Material::init()
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m_collision_reaction = NORMAL;
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m_collision_reaction = NORMAL;
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m_disable_z_write = false;
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m_disable_z_write = false;
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m_colorizable = false;
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m_colorizable = false;
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m_colorized_factor = 0.93f;
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m_colorization_factor = 0.93f;
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m_water_shader_speed_1 = 6.6667f;
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m_water_shader_speed_1 = 6.6667f;
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m_water_shader_speed_2 = 4.0f;
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m_water_shader_speed_2 = 4.0f;
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m_fog = true;
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m_fog = true;
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@ -179,7 +179,7 @@ private:
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bool m_colorizable;
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bool m_colorizable;
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/** Minimum resulting saturation when colorized (from 0 to 1) */
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/** Minimum resulting saturation when colorized (from 0 to 1) */
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float m_colorized_factor;
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float m_colorization_factor;
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/** Some textures need to be pre-multiplied, some divided to give
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/** Some textures need to be pre-multiplied, some divided to give
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* the intended effect. */
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* the intended effect. */
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@ -295,7 +295,7 @@ public:
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// ------------------------------------------------------------------------
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// ------------------------------------------------------------------------
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/** Returns the minimum resulting saturation when colorized.
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/** Returns the minimum resulting saturation when colorized.
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*/
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*/
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float getColorizedFactor () const { return m_colorized_factor; }
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float getColorizationFactor () const { return m_colorization_factor; }
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// ------------------------------------------------------------------------
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// ------------------------------------------------------------------------
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/** Returns if this material should trigger a rescue if a kart
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/** Returns if this material should trigger a rescue if a kart
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* crashes against it. */
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* crashes against it. */
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@ -1006,7 +1006,7 @@ void draw(const T *Shader, const GLMesh *mesh, uniforms... Args)
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if (need_change_hue)
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if (need_change_hue)
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{
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{
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Shader->changeableColor(mesh->m_render_info->getHue(),
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Shader->changeableColor(mesh->m_render_info->getHue(),
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mesh->m_material->getColorizedFactor());
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mesh->m_material->getColorizationFactor());
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}
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}
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Shader->setUniforms(Args...);
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Shader->setUniforms(Args...);
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@ -1310,7 +1310,7 @@ void renderInstancedMeshes2ndPass(const std::vector<GLuint> &Prefilled_tex, Args
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{
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{
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T::InstancedSecondPassShader::getInstance()->changeableColor
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T::InstancedSecondPassShader::getInstance()->changeableColor
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(mesh->m_render_info->getHue(),
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(mesh->m_render_info->getHue(),
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mesh->m_material->getColorizedFactor());
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mesh->m_material->getColorizationFactor());
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}
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}
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T::InstancedSecondPassShader::getInstance()->setUniforms(args...);
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T::InstancedSecondPassShader::getInstance()->setUniforms(args...);
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