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Merge pull request #1762 from Azaezel/specularOrderOfOperations
lightbuffer (aka brightness and shadow) always comes last as a mul
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commit
a1983af225
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@ -47,8 +47,8 @@ float4 main( PFXVertToPix IN ) : TORQUE_TARGET0
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colorBuffer *= (1.0 - colorBuffer.a);
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colorBuffer *= (1.0 - colorBuffer.a);
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}
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}
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colorBuffer *= float4(lightBuffer.rgb, 1.0);
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colorBuffer += float4(specular, specular, specular, 1.0);
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colorBuffer += float4(specular, specular, specular, 1.0);
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colorBuffer *= float4(lightBuffer.rgb, 1.0);
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return hdrEncode( float4(colorBuffer.rgb, 1.0) );
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return hdrEncode( float4(colorBuffer.rgb, 1.0) );
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}
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}
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@ -52,8 +52,8 @@ void main()
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colorBuffer *= (1.0 - colorBuffer.a);
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colorBuffer *= (1.0 - colorBuffer.a);
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}
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}
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colorBuffer *= vec4(lightBuffer.rgb, 1.0);
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colorBuffer += vec4(specular, specular, specular, 1.0);
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colorBuffer += vec4(specular, specular, specular, 1.0);
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colorBuffer *= vec4(lightBuffer.rgb, 1.0);
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OUT_col = hdrEncode( vec4(colorBuffer.rgb, 1.0) );
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OUT_col = hdrEncode( vec4(colorBuffer.rgb, 1.0) );
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}
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}
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