float color[4];
+ DefaultShaderBits backLightState; backLightState = DefaultShaderBits { separateSpecular = true };
+
DefaultShader()
{
color[0] = 1, color[1] = 1, color[2] = 1, color[3] = 1;
((DefaultShaderBits)state).lighting = on;
uniformsModified = true;
if(!on)
- state &= ~DefaultShaderBits
- {
- nonLocalViewer = true;
- twoSided = true;
- specular = true;
- separateSpecular = true;
- blinnSpecular = true;
- lightBits = 0xFFFFFF;
- };
+ {
+ backLightState = state &
+ DefaultShaderBits
+ {
+ nonLocalViewer = true;
+ twoSided = true;
+ specular = true;
+ separateSpecular = true;
+ blinnSpecular = true;
+ lightBits = 0xFFFFFF;
+ };
+ state &= ~backLightState;
+ }
else
- state |= DefaultShaderBits { separateSpecular = true };
+ state |= backLightState;
}
}