Tie reflectivity to material shininess, and provide more user control via parameters.
Perpare for cube cross textures.
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3 changed files with 105 additions and 24 deletions
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@ -1,4 +1,46 @@
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<?xml version="1.0" encoding="utf-8"?>
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<!-- Reflections
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PARAMETERS: There are two forms of cube map texture:- vertical cross and 6 images.
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Either can be used - alternative forms are shown in <parameters> and in <texture-unit>
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The reflection is set proportional to the shininess of the material. Thus by
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varying the material shininess value over or between objects the amount of
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refection can be controlled. The overall amount of reflection may be
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adjusted by the use of <refl_correction> -1.0 (fully transparent)- 1.0 (fully opaque).
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The overall values of the coloured fringing or fresnel effect may be adjusted
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by the use of <rainbowiness> and <fresneliness>.
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If your result is too dark/too light the overall ambient light value can be adjusted
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by the use of <ambient_correction>. This correction also takes out some of the blueness
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added as default to compensate for the lack of reflection.
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USE: To use the default reflection effect (controlled by material shininess values) use
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<effect>
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<inherits-from>Effects/reflect</inherits-from>
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<object-name>Fuselage</object-name>
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</<effect>
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To use your own reflection effectuse
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<effect>
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<inherits-from>Aircraft/Lightning/Models/Effects/lightningreflect</inherits-from>
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<object-name>Fuselage</object-name>
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</<effect>
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in your model file.
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To use your own effect place your efffect file containing something like this:
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<name>Effects/lightningreflect</name>
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<inherits-from>Effects/reflect</inherits-from>
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and the the modified tags in the path as above
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EXAMPLES: You can find examples of both usages in the Hunter and Lightning models.
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-->
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<PropertyList>
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<name>Effects/reflect</name>
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<inherits-from>Effects/model-default</inherits-from>
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<parameters>
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<texture n="5">
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<type>cubemap</type>
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<!-- use this form for a cube cross -->
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<!--<image>Aircraft/Generic/Effects/CubeCrosses/blue_sky.jpg</image>-->
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<!-- use this form for a 6 image cube map -->
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<images>
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<positive-x>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_px.png</positive-x>
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<negative-x>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_nx.png</negative-x>
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@ -14,6 +60,7 @@
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<positive-z>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_pz.png</positive-z>
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<negative-z>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_nz.png</negative-z>
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</images>
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</texture>
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<texture n="6">
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<image>Aircraft/Generic/Effects/Rainbow.png</image>
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</texture>
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<rendering-hint>transparent</rendering-hint>
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<shade-model>smooth</shade-model>
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<rainbowiness>0.075</rainbowiness>
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<fresneliness>0.075</fresneliness>
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<refl_correction>0.0</refl_correction>
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<ambient_correction>0.1</ambient_correction>
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</parameters>
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<technique n="9">
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<predicate>
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<and>
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<property>/sim/rendering/shader-effects</property>
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</or>
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</and>
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</predicate>
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<pass>
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<lighting>true</lighting>
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<material>
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<rendering-hint>
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<use>rendering-hint</use>
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</rendering-hint>
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<texture-unit>
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<unit>0</unit>
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<image>
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@ -117,12 +168,19 @@
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<use>texture[0]/internal-format</use>
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</internal-format>
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</texture-unit>
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<texture-unit>
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<unit>5</unit>
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<type>
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<use>texture[5]/type</use>
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</type>
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<!-- use this form for a cube cross -->
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<!--<image>
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<use>texture[5]/image</use>
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</image>-->
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<!-- use this form for a 6 image cube map -->
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<images>
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<use>texture[5]/images</use>
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</images>
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@ -212,29 +270,34 @@
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<uniform>
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<name>rainbowiness</name>
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<type>float</type>
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<value type="float">0.1</value>
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<value><use>rainbowiness</use></value>
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</uniform>
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<!-- set the amount of fresnel effect colour 0.0 - 1.0 -->
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<uniform>
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<name>fresneliness</name>
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<type>float</type>
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<value type="float">0.1</value>
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<value><use>fresneliness</use></value>
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</uniform>
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<!-- set the amount of tranparency 0.0 (fully tranaparent)
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- 1.0 (fully opaque) -->
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<!-- The reflection is set proportional to the shininess of the material.
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The amount of reflection may be adjusted by the use of this correction
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-1.0 (fully transparent)- 1.0 (fully opaque) -->
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<uniform>
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<name>transparency</name>
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<name>refl_correction</name>
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<type>float</type>
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<value type="float">0.4</value>
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<value>
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<use>refl_correction</use>
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</value>
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</uniform>
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<!-- set the amount of ambient light correction 0.0 -1.0 -->
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<!-- set the amount of ambient light correction 0.0 - 1.0 -->
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<uniform>
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<name>correction</name>
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<name>ambient_correction</name>
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<type>float</type>
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<value type="float">0.2</value>
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<value>
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<use>ambient_correction</use>
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</value>
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</uniform>
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</pass>
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</technique>
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@ -1,4 +1,8 @@
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#version 120
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// -*- mode: C; -*-
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// Licence: GPL v2
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// Author: Vivian Meazza.
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#version 120
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varying vec4 ecPosition;
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varying vec3 VNormal;
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@ -16,10 +20,10 @@ uniform sampler2D Rainbow;
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uniform sampler2D BaseTex;
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uniform sampler2D Fresnel;
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uniform float transparency;
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uniform float refl_correction;
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uniform float rainbowiness;
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uniform float fresneliness;
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uniform float correction;
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uniform float ambient_correction;
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void main (void)
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n = VNormal;
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NdotL = max(0.0, dot(n, lightDir));
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//calculate the specular light
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// calculate the specular light
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if (NdotL > 0.0) {
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color += Diffuse * NdotL;
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halfV = normalize(halfVector);
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// Map a fresnel effect
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vec4 fresnel = texture2D(Fresnel, vec2(v, 0.0));
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//map the refection of the environment
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// map the refection of the environment
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vec4 reflection = textureCube(Environment, reflVec);
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//add fringing fresnel and rainbow effects and modulate by transparency
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// set the reflectivity proportional to shininess with user
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// input ambient
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float transparency_offset = clamp(refl_correction, -1.0, 1.0);
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float reflFactor = (gl_FrontMaterial.shininess / 128) + transparency_offset;
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reflFactor = clamp(reflFactor, 0.0, 1.0);
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// set adjust ambient ambient
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float ambient_offset = clamp(ambient_correction, -1.0, 1.0);
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vec4 ambient_Correction = mix(gl_LightSource[0].ambient, vec4(1.0, 1.0, 0.9, 1.0), 0.5)
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* ambient_offset;
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// add fringing fresnel and rainbow effects and modulate by reflection
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vec4 reflcolor = mix(reflection, rainbow, rainbowiness * v);
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vec4 reflfrescolor = mix(reflcolor, fresnel, fresneliness * v);
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vec4 raincolor = vec4(reflfrescolor.rgb, 1.0) * transparency;
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vec4 mixedcolor = mix(texel, raincolor, transparency);
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vec4 raincolor = vec4(reflfrescolor.rgb, 1.0) * reflFactor;
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vec4 mixedcolor = mix(texel, raincolor, reflFactor);
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//the final reflection
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vec4 ambient_correction = mix(gl_LightSource[0].ambient, vec4(1.0, 1.0, 0.9, 1.0), 0.5) * correction;
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vec4 reflColor = color * mixedcolor + specular + ambient_correction ;
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// the final reflection
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vec4 reflColor = color * mixedcolor + specular + ambient_Correction ;
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reflColor = clamp(reflColor, 0.0, 1.0);
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gl_FragColor = mix(gl_Fog.color, reflColor, fogFactor);
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// -*- mode: C; -*-
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// Licence: GPL v2
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// Author: Vivian Meazza.
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varying vec4 ecPosition;
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varying vec3 VNormal;
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varying vec3 Normal;
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