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Minor shader fixes
Don't initialize uniform bool to false explicitly Attempt not to calculate specular lighting if the material specular color is black
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048713d9b1
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2 changed files with 5 additions and 3 deletions
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@ -49,7 +49,7 @@ uniform vec2 envMapLumaBias;
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uniform mat2 bumpMapMatrix;
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uniform mat2 bumpMapMatrix;
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#endif
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#endif
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uniform bool simpleWater = false;
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uniform bool simpleWater;
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varying float euclideanDepth;
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varying float euclideanDepth;
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varying float linearDepth;
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varying float linearDepth;
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@ -181,7 +181,8 @@ void main()
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matSpec = passColor.xyz;
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matSpec = passColor.xyz;
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#endif
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#endif
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gl_FragData[0].xyz += getSpecular(normalize(viewNormal), normalize(passViewPos.xyz), shininess, matSpec) * shadowing;
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if (matSpec != vec3(0.0))
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gl_FragData[0].xyz += getSpecular(normalize(viewNormal), normalize(passViewPos.xyz), shininess, matSpec) * shadowing;
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#if @radialFog
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#if @radialFog
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float depth = euclideanDepth;
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float depth = euclideanDepth;
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// For the less detailed mesh of simple water we need to recalculate depth on per-pixel basis
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// For the less detailed mesh of simple water we need to recalculate depth on per-pixel basis
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@ -90,7 +90,8 @@ void main()
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matSpec = passColor.xyz;
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matSpec = passColor.xyz;
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#endif
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#endif
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gl_FragData[0].xyz += getSpecular(normalize(viewNormal), normalize(passViewPos), shininess, matSpec) * shadowing;
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if (matSpec != vec3(0.0))
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gl_FragData[0].xyz += getSpecular(normalize(viewNormal), normalize(passViewPos), shininess, matSpec) * shadowing;
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#if @radialFog
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#if @radialFog
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float fogValue = clamp((euclideanDepth - gl_Fog.start) * gl_Fog.scale, 0.0, 1.0);
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float fogValue = clamp((euclideanDepth - gl_Fog.start) * gl_Fog.scale, 0.0, 1.0);
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