wined3d: Rename *emission* as *emissive*.
Emission is the OpenGL name, emissive the D3D one. Prefer the latter.
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d1e309abe2
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0c05f9f8fd
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@ -126,7 +126,7 @@ struct glsl_vs_program
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GLint material_ambient_location;
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GLint material_diffuse_location;
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GLint material_specular_location;
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GLint material_emission_location;
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GLint material_emissive_location;
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GLint material_shininess_location;
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GLint light_ambient_location;
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struct
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@ -1111,7 +1111,7 @@ static void shader_glsl_ffp_vertex_material_uniform(const struct wined3d_context
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}
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GL_EXTCALL(glUniform4fv(prog->vs.material_ambient_location, 1, &state->material.ambient.r));
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GL_EXTCALL(glUniform4fv(prog->vs.material_diffuse_location, 1, &state->material.diffuse.r));
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GL_EXTCALL(glUniform4fv(prog->vs.material_emission_location, 1, &state->material.emissive.r));
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GL_EXTCALL(glUniform4fv(prog->vs.material_emissive_location, 1, &state->material.emissive.r));
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checkGLcall("setting FFP material uniforms");
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}
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@ -5413,7 +5413,7 @@ static void shader_glsl_ffp_vertex_lighting(struct wined3d_string_buffer *buffer
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const struct wined3d_ffp_vs_settings *settings, const struct wined3d_gl_info *gl_info,
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BOOL legacy_lighting)
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{
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const char *diffuse, *specular, *emission, *ambient;
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const char *diffuse, *specular, *emissive, *ambient;
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enum wined3d_light_type light_type;
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unsigned int i;
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@ -5433,7 +5433,7 @@ static void shader_glsl_ffp_vertex_lighting(struct wined3d_string_buffer *buffer
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ambient = shader_glsl_ffp_mcs(settings->ambient_source, "ffp_material.ambient");
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diffuse = shader_glsl_ffp_mcs(settings->diffuse_source, "ffp_material.diffuse");
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specular = shader_glsl_ffp_mcs(settings->specular_source, "ffp_material.specular");
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emission = shader_glsl_ffp_mcs(settings->emission_source, "ffp_material.emission");
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emissive = shader_glsl_ffp_mcs(settings->emissive_source, "ffp_material.emissive");
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for (i = 0; i < MAX_ACTIVE_LIGHTS; ++i)
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{
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@ -5563,7 +5563,7 @@ static void shader_glsl_ffp_vertex_lighting(struct wined3d_string_buffer *buffer
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}
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shader_addline(buffer, "gl_FrontColor.xyz = %s.xyz * ambient + %s.xyz * diffuse + %s.xyz;\n",
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ambient, diffuse, emission);
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ambient, diffuse, emissive);
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shader_addline(buffer, "gl_FrontColor.w = %s.w;\n", diffuse);
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shader_addline(buffer, "gl_FrontSecondaryColor = %s * specular;\n", specular);
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}
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@ -5587,7 +5587,7 @@ static GLuint shader_glsl_generate_ffp_vertex_shader(struct wined3d_string_buffe
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shader_addline(buffer, "uniform mat4 ffp_texture_matrix[%u];\n", MAX_TEXTURES);
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shader_addline(buffer, "uniform struct\n{\n");
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shader_addline(buffer, " vec4 emission;\n");
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shader_addline(buffer, " vec4 emissive;\n");
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shader_addline(buffer, " vec4 ambient;\n");
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shader_addline(buffer, " vec4 diffuse;\n");
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shader_addline(buffer, " vec4 specular;\n");
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@ -6410,7 +6410,7 @@ static void shader_glsl_init_vs_uniform_locations(const struct wined3d_gl_info *
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vs->material_ambient_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_material.ambient"));
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vs->material_diffuse_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_material.diffuse"));
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vs->material_specular_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_material.specular"));
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vs->material_emission_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_material.emission"));
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vs->material_emissive_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_material.emissive"));
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vs->material_shininess_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_material.shininess"));
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vs->light_ambient_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_light_ambient"));
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for (i = 0; i < MAX_ACTIVE_LIGHTS; ++i)
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@ -4232,14 +4232,14 @@ void wined3d_ffp_get_vs_settings(const struct wined3d_state *state, const struct
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if (state->render_states[WINED3D_RS_COLORVERTEX] && (si->use_map & (1 << WINED3D_FFP_DIFFUSE)))
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{
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settings->diffuse_source = state->render_states[WINED3D_RS_DIFFUSEMATERIALSOURCE];
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settings->emission_source = state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE];
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settings->emissive_source = state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE];
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settings->ambient_source = state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE];
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settings->specular_source = state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE];
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}
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else
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{
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settings->diffuse_source = WINED3D_MCS_MATERIAL;
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settings->emission_source = WINED3D_MCS_MATERIAL;
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settings->emissive_source = WINED3D_MCS_MATERIAL;
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settings->ambient_source = WINED3D_MCS_MATERIAL;
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settings->specular_source = WINED3D_MCS_MATERIAL;
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}
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@ -1870,7 +1870,7 @@ struct wined3d_ffp_vs_settings
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{
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DWORD light_type : 24; /* MAX_ACTIVE_LIGHTS, 8 * 3 */
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DWORD diffuse_source : 2;
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DWORD emission_source : 2;
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DWORD emissive_source : 2;
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DWORD ambient_source : 2;
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DWORD specular_source : 2;
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