Implemented rim_light and rim_power shader parameters, enabling outlining of objects on a per-model basis.
Will need to later refactor to allow for a more scalable means of adding per-model shader attributes. --HG-- branch : nfb
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@@ -171,7 +171,8 @@ void KRCollider::render(KRCamera *pCamera, std::vector<KRPointLight *> &point_li
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KRShader *pShader = getContext().getShaderManager()->getShader("visualize_overlay", pCamera, point_lights, directional_lights, spot_lights, 0, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, renderPass);
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if(getContext().getShaderManager()->selectShader(*pCamera, pShader, viewport, getModelMatrix(), point_lights, directional_lights, spot_lights, 0, renderPass)) {
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KRVector3 rim_color;
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if(getContext().getShaderManager()->selectShader(*pCamera, pShader, viewport, getModelMatrix(), point_lights, directional_lights, spot_lights, 0, renderPass, rim_color, 0.0f)) {
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// Enable additive blending
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GLDEBUG(glEnable(GL_BLEND));
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