short osatex;
float vn[3], vno[3]; /* actual render normal, and a copy to restore it */
float n1[3], n2[3], n3[3]; /* vertex normals, corrected */
- int mode; /* base material mode (OR-ed result of entire node tree) */
+ int mode, mode2; /* base material mode (OR-ed result of entire node tree) */
};
typedef struct ShadeInputUV {
short osatex;
float vn[3], vno[3]; /* actual render normal, and a copy to restore it */
float n1[3], n2[3], n3[3]; /* vertex normals, corrected */
- int mode; /* base material mode (OR-ed result of entire node tree) */
+ int mode, mode2; /* base material mode (OR-ed result of entire node tree) */
/* internal face coordinates */
float u, v, dx_u, dx_v, dy_u, dy_v;