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Fixed rederable_fs.glsl changed after broken merging.
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@@ -46,5 +46,37 @@ in vec4 vs_position;
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Fragment getFragment() {
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vec4 diffuse = texture(texture1, vs_st);
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renderTarget1 = vec4(texture(deltaSTexture, uvw).rgb / phaseFunctionR(nu), 1.0);
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}
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Fragment frag;
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if (_performShading) {
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// directional lighting
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vec3 origin = vec3(0.0);
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vec4 spec = vec4(0.0);
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vec3 n = normalize(vs_normal.xyz);
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//vec3 e = normalize(camdir);
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vec3 l_pos = vec3(sun_pos); // sun.
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vec3 l_dir = normalize(l_pos-objpos.xyz);
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float intensity = min(max(5*dot(n,l_dir), 0.0), 1);
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float shine = 0.0001;
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vec4 specular = vec4(0.5);
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vec4 ambient = vec4(0.0,0.0,0.0,transparency);
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/*
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if(intensity > 0.f){
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// halfway vector
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vec3 h = normalize(l_dir + e);
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// specular factor
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float intSpec = max(dot(h,n),0.0);
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spec = specular * pow(intSpec, shine);
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}
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*/
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diffuse = max(intensity * diffuse, ambient);
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}
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diffuse[3] = transparency;
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frag.color = diffuse;
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frag.depth = vs_position.w;
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return frag;
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}
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