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Temporarily removing specular light component from line and point shaders.
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@@ -71,7 +71,7 @@ vec4 calculateLight(int i) {
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specular = gl_FrontMaterial.specular * gl_LightSource[i].specular * pow(NdotHV, gl_FrontMaterial.shininess);
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}
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return NdotL * diffuse + ambient + specular;
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return NdotL * diffuse + ambient;
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}
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void main() {
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@@ -102,14 +102,15 @@ void main() {
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gl_Position.xy = clip_p.xy + window_offset.xy;
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gl_Position.zw = clip_p.zw;
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gl_FrontColor = vec4(0, 0, 0, 0);
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vec4 color = vec4(0, 0, 0, 0);
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vec4 globalAmbient = gl_Color * gl_LightModel.ambient;
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if (lights == 0) {
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gl_FrontColor = gl_Color;
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color = gl_Color;
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}
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for (int i = 0; i < lights; i++) {
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vec4 light = calculateLight(i);
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gl_FrontColor += light;
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color += light;
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}
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gl_FrontColor += globalAmbient;
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color = clamp(color, 0.0, 1.0);
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gl_FrontColor = color;
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}
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@@ -62,7 +62,7 @@ vec4 calculateLight(int i) {
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specular = gl_FrontMaterial.specular * gl_LightSource[i].specular * pow(NdotHV, gl_FrontMaterial.shininess);
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}
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return NdotL * diffuse + ambient + specular;
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return NdotL * diffuse + ambient;
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}
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void main() {
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@@ -70,14 +70,15 @@ void main() {
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pos.xy += vertDisp.xy;
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gl_Position = gl_ProjectionMatrix * pos;
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gl_FrontColor = vec4(0, 0, 0, 0);
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vec4 color = vec4(0, 0, 0, 0);
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vec4 globalAmbient = gl_Color * gl_LightModel.ambient;
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if (lights == 0) {
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gl_FrontColor = gl_Color;
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color = gl_Color;
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}
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for (int i = 0; i < lights; i++) {
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vec4 light = calculateLight(i);
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gl_FrontColor += light;
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color += light;
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}
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gl_FrontColor += globalAmbient;
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color = clamp(color, 0.0, 1.0);
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gl_FrontColor = color;
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}
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