Added material list stuff for future
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@@ -400,7 +400,7 @@ namespace mdl {
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const obj_material_data* material = args->material;
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const prj::vector<GLuint>* textures = args->textures;
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if (draw_state->shader_index != -1) {
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rctx->obj_batch.g_material_state_emission = material->material.color.emission;
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rctx->obj_batch.g_material_state_emission = args->emission;
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draw_object_material_set_uniform(material, false);
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if (material->material.attrib.m.alpha_texture)
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uniform->arr[U_TEXTURE_COUNT] = 0;
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@@ -762,7 +762,7 @@ static void draw_object_material_set_default(const mdl::ObjSubMeshArgs* args, bo
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if (!sss_data_get()->enable)
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rctx->obj_batch.g_material_state_ambient.w = 1.0f;
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rctx->obj_batch.g_material_state_diffuse = material->material.color.diffuse;
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rctx->obj_batch.g_material_state_emission = material->material.color.emission;
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rctx->obj_batch.g_material_state_emission = args->emission;
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float_t line_light;
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if (lighting_type == OBJ_MATERIAL_SHADER_LIGHTING_PHONG) {
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@@ -945,7 +945,7 @@ static void draw_object_material_set_reflect(const mdl::ObjSubMeshArgs* args) {
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else {
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ambient = material->material.color.ambient;
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diffuse = material->material.color.diffuse;
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emission = material->material.color.emission;
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emission = args->emission;
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specular = material->material.color.specular;
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}
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