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- fixed shader compilation.
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2 changed files with 2 additions and 2 deletions
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@ -10,6 +10,7 @@ vec3 lightContribution(int i, vec3 normal)
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if (lightpos.w < lightdistance)
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if (lightpos.w < lightdistance)
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return vec3(0.0); // Early out lights touching surface but not this fragment
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return vec3(0.0); // Early out lights touching surface but not this fragment
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vec3 lightdir = normalize(lightpos.xyz - pixelpos.xyz);
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float dotprod = dot(normal, lightdir);
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float dotprod = dot(normal, lightdir);
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if (dotprod < 0.0) return vec3(0.0); // light hits from the backside. This can happen with full sector light lists and must be rejected for all cases.
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if (dotprod < 0.0) return vec3(0.0); // light hits from the backside. This can happen with full sector light lists and must be rejected for all cases.
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@ -20,7 +21,6 @@ vec3 lightContribution(int i, vec3 normal)
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if (lightcolor.a < 0.0) // Sign bit is the attenuated light flag
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if (lightcolor.a < 0.0) // Sign bit is the attenuated light flag
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{
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{
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vec3 lightdir = normalize(lightpos.xyz - pixelpos.xyz);
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attenuation *= clamp(dotprod, 0.0, 1.0);
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attenuation *= clamp(dotprod, 0.0, 1.0);
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}
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}
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@ -12,7 +12,7 @@ struct SBarInfo native ui
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}
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}
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// The sole purpose of this wrapper is to elimintate the native dependencies of the status bar object
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// The sole purpose of this wrapper is to eliminate the native dependencies of the status bar object
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// because those would seriously impede the script conversion of the base class.
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// because those would seriously impede the script conversion of the base class.
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class SBarInfoWrapper : BaseStatusBar
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class SBarInfoWrapper : BaseStatusBar
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