From e830e14c94ac2edd7f67e2a9a3030cc9b526c67a Mon Sep 17 00:00:00 2001 From: slipher Date: Fri, 17 Oct 2025 19:58:51 -0500 Subject: [PATCH] r_showVertexColors - don't black out generic shader When r_showVertexColors is enabled, the lightMapping shader draws just the vertex colors. But the `generic` shader inexplicably was setting the color to (0, 0, 0, 0). Don't do that. It's stupid because it breaks the console and 2D drawing and does not help debugging. --- src/engine/renderer/glsl_source/generic_fp.glsl | 4 +--- 1 file changed, 1 insertion(+), 3 deletions(-) diff --git a/src/engine/renderer/glsl_source/generic_fp.glsl b/src/engine/renderer/glsl_source/generic_fp.glsl index b7d203a2b3..89d99e317f 100644 --- a/src/engine/renderer/glsl_source/generic_fp.glsl +++ b/src/engine/renderer/glsl_source/generic_fp.glsl @@ -83,9 +83,7 @@ void main() outputColor = color; // Debugging. -#if defined(r_showVertexColors) - outputColor = vec4(0.0, 0.0, 0.0, 0.0); -#elif defined(USE_MATERIAL_SYSTEM) && defined(r_showGlobalMaterials) +if defined(USE_MATERIAL_SYSTEM) && defined(r_showGlobalMaterials) outputColor.rgb = u_MaterialColour; #endif }