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[vulkan] Mix turb full-brights into main color
I'd forgotten (when doing the original brush texture loader) that turbulent surfaces were unlit and thus always full-bright, then never wrote the turb shader to take care of it. The best solution seems to be to just mix the two colors in the shader as it will allow turb surfaces to be lit in the future (probably with severely limited light counts due to being a forward renderer).
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@ -48,7 +48,9 @@ main (void)
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vec4 c = vec4 (0);
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vec4 e;
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vec3 t_st = vec3 (warp_st (tl_st.xy, time), 0);
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vec3 e_st = vec3 (warp_st (tl_st.xy, time), 1);
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c = texture (sampler2DArray (textures[texind], samp), t_st);
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frag_color = c;//fogBlend (c);
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e = texture (sampler2DArray (textures[texind], samp), e_st);
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frag_color = c + e;//fogBlend (c);
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}
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