Make the other sunlight shaders recognize water matId.
Remove duplicate fogFunc line in runway.frag Signed-off-by: Emilian Huminiuc <emilianh@gmail.com>
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2b846cbddb
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05e3eb80f4
3 changed files with 3 additions and 4 deletions
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@ -38,8 +38,6 @@ uniform int fogType;
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vec3 fog_Func(vec3 color, int type);
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//////////////////////
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vec3 fog_Func(vec3 color, int type);
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void main (void)
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{
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//vec3 halfV;
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@ -6,6 +6,7 @@ uniform sampler2D spec_emis_tex;
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uniform sampler2DShadow shadow_tex;
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uniform vec4 fg_SunDiffuseColor;
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uniform vec4 fg_SunSpecularColor;
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uniform vec4 fg_SunAmbientColor;
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uniform vec3 fg_SunDirection;
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uniform vec3 fg_Planes;
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uniform int fg_ShadowNumber;
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@ -81,7 +82,7 @@ void main() {
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}
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float matID = texture2D( color_tex, coords ).a * 255.0;
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if (matID == 255.0)
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if (matID >= 254.0)
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Idiff += Ispec * spec_emis.x;
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gl_FragColor = vec4(mix(vec3(0.0), Idiff + Ispec, shadow) + Iemis, 1.0);
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@ -35,7 +35,7 @@ void main() {
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}
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float matID = texture2D( color_tex, coords ).a * 255.0;
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if (matID == 255.0)
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if (matID >= 254.0)
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Idiff += Ispec * spec_emis.x;
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gl_FragColor = vec4(Idiff + Ispec + Iemis, 1.0);
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