VC: attempt at fixing non-NVIDIA display shader problem - but better
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@ -100,7 +100,7 @@ void main (void) {
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nDotVP = max(0.0, nDotVP);
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vec3 diffuse = gl_FrontMaterial.diffuse.rgb * gl_LightSource[0].diffuse.rgb * nDotVP;
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//color = clamp(color+specular.rgb+ambient+diffuse, 0.0, 1.0); // broken on non-NVIDIA
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color = clamp(color+specular.rgb+ambient, 0.0, 1.0); // +diffuse broken on non-NVIDIA
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vec4 dustTexel = texture2D(dust_texture, gl_TexCoord[0].st);
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dustTexel.rgb *= gl_LightSource[0].diffuse.rgb * nDotVP;
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