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Fixing another stray global variable
1 parent e18fdd2 commit b51d3fe

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4 files changed

+16
-13
lines changed

4 files changed

+16
-13
lines changed

manim/renderer/shaders/include/finalize_color.glsl

Lines changed: 5 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -8,7 +8,8 @@ vec3 float_to_color(float value, float min_val, float max_val, vec3[9] colormap_
88
return mix(colormap_data[disc_alpha], colormap_data[disc_alpha + 1], 8.0 * alpha - disc_alpha);
99
}
1010

11-
vec4 add_light(vec4 color, vec3 point, vec3 unit_normal, vec3 light_coords, float gloss, float shadow)
11+
vec4 add_light(vec4 color, vec3 point, vec3 unit_normal, vec3 light_coords, float gloss, float shadow,
12+
float reflectiveness)
1213
{
1314
if (gloss == 0.0 && shadow == 0.0 && reflectiveness == 0.0)
1415
return color;
@@ -32,11 +33,12 @@ vec4 add_light(vec4 color, vec3 point, vec3 unit_normal, vec3 light_coords, floa
3233
return vec4(darkening * mix(color.rgb, vec3(1.0), shine), color.a);
3334
}
3435

35-
vec4 finalize_color(vec4 color, vec3 point, vec3 unit_normal, vec3 light_coords, float gloss, float shadow)
36+
vec4 finalize_color(vec4 color, vec3 point, vec3 unit_normal, vec3 light_coords, float gloss, float shadow,
37+
float reflectiveness)
3638
{
3739
///// INSERT COLOR FUNCTION HERE /////
3840
// The line above may be replaced by arbitrary code snippets, as per
3941
// the method Mobject.set_color_by_code
40-
return add_light(color, point, unit_normal, light_coords, gloss, shadow);
42+
return add_light(color, point, unit_normal, light_coords, gloss, shadow, reflectiveness);
4143
}
4244
#endif // FINALIZE_COLOR_GLSL

manim/renderer/shaders/quadratic_bezier_fill/frag.glsl

Lines changed: 1 addition & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -1,6 +1,7 @@
11
#version 330
22

33
#include "../include/camera_uniform_declarations.glsl"
4+
45
uniform vec2 pixel_shape;
56
uniform float index;
67

manim/renderer/shaders/quadratic_bezier_fill/geom.glsl

Lines changed: 9 additions & 9 deletions
Original file line numberDiff line numberDiff line change
@@ -1,5 +1,12 @@
11
#version 330
22

3+
#include "../include/camera_uniform_declarations.glsl"
4+
#include "../include/finalize_color.glsl"
5+
#include "../include/get_gl_Position.glsl"
6+
#include "../include/get_unit_normal.glsl"
7+
#include "../include/mobject_uniform_declarations.glsl"
8+
#include "../include/quadratic_bezier_geometry_functions.glsl"
9+
310
layout(triangles) in;
411
layout(triangle_strip, max_vertices = 5) out;
512

@@ -19,19 +26,12 @@ out float orientation;
1926
out vec2 uv_coords;
2027
out float bezier_degree;
2128

22-
// Analog of import for manim only
23-
#include "../include/camera_uniform_declarations.glsl"
24-
#include "../include/finalize_color.glsl"
25-
#include "../include/get_gl_Position.glsl"
26-
#include "../include/get_unit_normal.glsl"
27-
#include "../include/mobject_uniform_declarations.glsl"
28-
#include "../include/quadratic_bezier_geometry_functions.glsl"
29-
3029
const vec2 uv_coords_arr[3] = vec2[3](vec2(0, 0), vec2(0.5, 0), vec2(1, 1));
3130

3231
void emit_vertex_wrapper(vec3 point, int index)
3332
{
34-
color = finalize_color(v_color[index], point, v_global_unit_normal[index], light_source_position, gloss, shadow);
33+
color = finalize_color(v_color[index], point, v_global_unit_normal[index], light_source_position, gloss, shadow,
34+
reflectiveness);
3535
gl_Position = get_gl_Position(point);
3636
uv_coords = uv_coords_arr[index];
3737
EmitVertex();

manim/renderer/shaders/quadratic_bezier_stroke/geom.glsl

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -248,7 +248,7 @@ void main()
248248
// vec3 xyz_coords = vec3(corners[i], controls[index_map[i]].z);
249249
vec3 xyz_coords = vec3(corners[i], controls[index_map[i]].z);
250250
color = finalize_color(v_color[index_map[i]], xyz_coords, v_global_unit_normal[index_map[i]],
251-
light_source_position, gloss, shadow);
251+
light_source_position, gloss, shadow, reflectiveness);
252252
gl_Position = vec4(get_gl_Position(vec3(corners[i], 0.0)).xy, get_gl_Position(controls[index_map[i]]).zw);
253253
EmitVertex();
254254
}

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