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Clean GLSL fragment shader out.
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parent
87f34e3c4f
commit
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135 changed files with 451 additions and 239 deletions
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@ -78,6 +78,8 @@ vec4 lmSample( vec3 nrm )
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uniform float alphaFactor;
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uniform float alphaScale;
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out vec4 OUT_col;
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void main()
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{
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float softBlend = 1;
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@ -100,12 +102,12 @@ void main()
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vec4 diffuse = texture( diffuseMap, IN_uv0 );
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//OUT_FragColor0 = vec4( lmSample(vec3(0, 0, -1)).rgb, IN_color.a * diffuse.a * softBlend * alphaScale);
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//OUT_col = vec4( lmSample(vec3(0, 0, -1)).rgb, IN_color.a * diffuse.a * softBlend * alphaScale);
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// Scale output color by the alpha factor (turn LerpAlpha into pre-multiplied alpha)
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vec3 colorScale = ( alphaFactor < 0.0 ? IN_color.rgb * diffuse.rgb : vec3( alphaFactor > 0.0 ? IN_color.a * diffuse.a * alphaFactor * softBlend : softBlend ) );
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OUT_FragColor0 = hdrEncode( vec4( IN_color.rgb * diffuse.rgb * colorScale,
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OUT_col = hdrEncode( vec4( IN_color.rgb * diffuse.rgb * colorScale,
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IN_color.a * diffuse.a * softBlend * alphaScale ) );
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}
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