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Acutally use the vertex colors for alias models.
Thanks to Spirit trying QF on nvidia drivers, the missing attributes were found. Now he shouldn't get gl errors :)
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1 changed files with 3 additions and 1 deletions
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@ -31,10 +31,12 @@ main (void)
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float pix = texture2D (skin, st).r;
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float light = ambient;
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float d, col;
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vec4 lit;
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d = dot (normal, lightvec);
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d = min (d, 0.0);
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light = 255.0 - light;
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light += d * shadelight;
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gl_FragColor = fogBlend (texture2D (colormap, vec2 (pix, light / 255.0)));
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lit = texture2D (colormap, vec2 (pix, light / 255.0));
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gl_FragColor = fogBlend (lit * color);
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}
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