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Enable setting of opacity for RenderableGlobe (closes #1449)
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@@ -156,6 +156,7 @@ in vec3 positionCameraSpace;
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in vec3 positionWorldSpace;
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#endif // USE_ECLIPSE_SHADOWS
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uniform float opacity;
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Fragment getFragment() {
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@@ -296,5 +297,7 @@ Fragment getFragment() {
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frag.color.xyz *= shadow < 0.99 ? clamp(shadow + 0.3, 0.0, 1.0) : shadow;
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#endif
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frag.color.a *= opacity;
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return frag;
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}
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@@ -567,6 +567,7 @@ RenderableGlobe::RenderableGlobe(const ghoul::Dictionary& dictionary)
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ghoul::Dictionary layersDictionary = dictionary.value<ghoul::Dictionary>("Layers");
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_layerManager.initialize(layersDictionary);
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addProperty(_opacity);
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addProperty(_generalProperties.performShading);
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addProperty(_generalProperties.useAccurateNormals);
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@@ -971,6 +972,9 @@ void RenderableGlobe::renderChunks(const RenderData& data, RendererTasks&,
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_globalRenderer.program->setUniform("orenNayarRoughness", onr);
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}
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_localRenderer.program->setUniform("opacity", _opacity);
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_globalRenderer.program->setUniform("opacity", _opacity);
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if (_globalRenderer.updatedSinceLastCall) {
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const std::array<LayerGroup*, LayerManager::NumLayerGroups>& layerGroups =
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