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Calculation of transparency in lighting shaders is determined exclusively by diffuse component.
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@@ -130,11 +130,12 @@ void main() {
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}
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}
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// Calculating final color as result of all lights (plus emissive term)
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vertColor = vec4(totalAmbient, 1) * inAmbient +
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// Calculating final color as result of all lights (plus emissive term).
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// Transparency is determined exclusively by the diffuse component.
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vertColor = vec4(totalAmbient, 0) * inAmbient +
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vec4(totalDiffuse, 1) * inColor +
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vec4(totalSpecular, 1) * inSpecular +
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inEmissive;
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vec4(totalSpecular, 0) * inSpecular +
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vec4(inEmissive.rgb, 0);
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// Calculating texture coordinates, with r and q set both to one
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vertTexcoord = texcoordMatrix * vec4(inTexcoord, 1.0, 1.0);
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@@ -128,9 +128,10 @@ void main() {
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}
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// Calculating final color as result of all lights (plus emissive term)
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vertColor = vec4(totalAmbient, 1) * inAmbient +
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// Calculating final color as result of all lights (plus emissive term).
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// Transparency is determined exclusively by the diffuse component.
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vertColor = vec4(totalAmbient, 0) * inAmbient +
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vec4(totalDiffuse, 1) * inColor +
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vec4(totalSpecular, 1) * inSpecular +
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inEmissive;
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vec4(totalSpecular, 0) * inSpecular +
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vec4(inEmissive.rgb, 0);
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}
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