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@ -13,22 +13,13 @@ void perLight(out vec3 ambientOut, out vec3 diffuseOut, int lightIndex, vec3 vie
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#ifndef GROUNDCOVER
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lambert = max(lambert, 0.0);
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#else
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float eyeCosine = dot(normalize(viewPos), viewNormal.xyz);
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if (lambert < 0.0)
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{
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float cosine = dot(normalize(viewPos), normalize(viewNormal.xyz));
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if (lambert >= 0.0)
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cosine = -cosine;
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float mult = 1.0;
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float divisor = 8.0;
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if (cosine < 0.0 && cosine >= -1.0/divisor)
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mult = mix(1.0, 0.3, -cosine*divisor);
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else if (cosine < -1.0/divisor)
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mult = 0.3;
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lambert *= mult;
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lambert = abs(lambert);
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lambert = -lambert;
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eyeCosine = -eyeCosine;
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}
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lambert *= clamp(-8.0 * (1.0 - 0.3) * eyeCosine + 1.0, 0.3, 1.0);
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#endif
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diffuseOut = gl_LightSource[lightIndex].diffuse.xyz * lambert;
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}
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