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Always pass the vertex color to the fragment shader
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93397e4f8f
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58d78fb126
4 changed files with 6 additions and 12 deletions
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@ -59,9 +59,8 @@ varying float linearDepth;
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#if !PER_PIXEL_LIGHTING
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centroid varying vec4 lighting;
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centroid varying vec3 shadowDiffuseLighting;
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#else
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centroid varying vec4 passColor;
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#endif
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centroid varying vec4 passColor;
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varying vec3 passViewPos;
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varying vec3 passNormal;
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@ -45,9 +45,8 @@ varying float linearDepth;
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#if !PER_PIXEL_LIGHTING
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centroid varying vec4 lighting;
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centroid varying vec3 shadowDiffuseLighting;
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#else
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centroid varying vec4 passColor;
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#endif
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centroid varying vec4 passColor;
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varying vec3 passViewPos;
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varying vec3 passNormal;
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@ -108,9 +107,8 @@ void main(void)
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#if !PER_PIXEL_LIGHTING
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lighting = doLighting(viewPos.xyz, viewNormal, gl_Color, shadowDiffuseLighting);
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#else
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passColor = gl_Color;
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#endif
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passColor = gl_Color;
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passViewPos = viewPos.xyz;
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passNormal = gl_Normal.xyz;
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@ -20,9 +20,8 @@ varying float linearDepth;
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#if !PER_PIXEL_LIGHTING
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centroid varying vec4 lighting;
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centroid varying vec3 shadowDiffuseLighting;
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#else
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centroid varying vec4 passColor;
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#endif
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centroid varying vec4 passColor;
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varying vec3 passViewPos;
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varying vec3 passNormal;
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@ -9,9 +9,8 @@ varying float linearDepth;
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#if !PER_PIXEL_LIGHTING
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centroid varying vec4 lighting;
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centroid varying vec3 shadowDiffuseLighting;
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#else
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centroid varying vec4 passColor;
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#endif
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centroid varying vec4 passColor;
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varying vec3 passViewPos;
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varying vec3 passNormal;
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@ -32,9 +31,8 @@ void main(void)
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#if !PER_PIXEL_LIGHTING
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lighting = doLighting(viewPos.xyz, viewNormal, gl_Color, shadowDiffuseLighting);
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#else
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passColor = gl_Color;
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#endif
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passColor = gl_Color;
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passNormal = gl_Normal.xyz;
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passViewPos = viewPos.xyz;
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