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@@ -2,7 +2,7 @@
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// Created by: drose (25Feb02)
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// Created by: drose (25Feb02)
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// Updated by: fperazzi, PandaSE (06Apr10) (added more overloads
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// Updated by: fperazzi, PandaSE (06Apr10) (added more overloads
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// for set_shader_input)
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// for set_shader_input)
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-// Updated by: weifengh, PandaSE(15Apr10) (added set_shader_auto)
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+// Updated by: weifengh, PandaSE(30Apr10) (added set_shader_auto)
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//
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//
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////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////
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//
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//
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@@ -3725,11 +3725,10 @@ set_shader_auto(int priority) {
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////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////
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// Function: NodePath::set_shader_auto
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// Function: NodePath::set_shader_auto
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// Access: Published
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// Access: Published
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-// Description: overloaded for auto shader selective on/off of
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-// normal, glow, gloss, ramp, shadow
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+// Description: overloaded for auto shader customization
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////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////
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void NodePath::
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void NodePath::
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-set_shader_auto(const char* normal_on, const char* glow_on, const char* gloss_on, const char* ramp_on, const char* shadow_on, int priority) {
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+set_shader_auto(BitMask32 shader_switch, int priority) {
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nassertv_always(!is_empty());
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nassertv_always(!is_empty());
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const RenderAttrib *attrib =
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const RenderAttrib *attrib =
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@@ -3738,11 +3737,11 @@ set_shader_auto(const char* normal_on, const char* glow_on, const char* gloss_on
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priority = max(priority,
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priority = max(priority,
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node()->get_state()->get_override(ShaderAttrib::get_class_slot()));
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node()->get_state()->get_override(ShaderAttrib::get_class_slot()));
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const ShaderAttrib *sa = DCAST(ShaderAttrib, attrib);
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const ShaderAttrib *sa = DCAST(ShaderAttrib, attrib);
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- node()->set_attrib(sa->set_shader_auto(normal_on, glow_on, gloss_on, ramp_on, shadow_on, priority));
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+ node()->set_attrib(sa->set_shader_auto(shader_switch, priority));
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} else {
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} else {
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// Create a new ShaderAttrib for this node.
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// Create a new ShaderAttrib for this node.
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CPT(ShaderAttrib) sa = DCAST(ShaderAttrib, ShaderAttrib::make());
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CPT(ShaderAttrib) sa = DCAST(ShaderAttrib, ShaderAttrib::make());
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- node()->set_attrib(sa->set_shader_auto(normal_on, glow_on, gloss_on, ramp_on, shadow_on, priority));
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+ node()->set_attrib(sa->set_shader_auto(shader_switch, priority));
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}
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}
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}
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}
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////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////
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