SHADERS: fix "unified" fog function. This should fix issue #650
Signed-off-by: Emilian Huminiuc <emilianh@gmail.com>
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@ -29,7 +29,7 @@ void main(void)
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position.xy = vec2(dot(position.xy, vec2(cr, sr)), dot(position.xy, vec2(-sr, cr)));
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position = position + gl_Color.xyz;
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gl_Position = gl_ModelViewProjectionMatrix * vec4(position,1.0);
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// vec3 ecPosition = vec3(gl_ModelViewMatrix * vec4(position, 1.0));
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vec3 ecPosition = vec3(gl_ModelViewMatrix * vec4(position, 1.0));
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float n = dot(normalize(gl_LightSource[0].position.xyz), normalize(-ecPosition));
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