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- changed shaders.
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2 changed files with 9 additions and 0 deletions
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@ -43,6 +43,11 @@ void main()
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#endif
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#endif
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gl_Position = ProjectionMatrix * eyeCoordPos;
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gl_Position = ProjectionMatrix * eyeCoordPos;
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// clip planes used for reflective flats
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gl_ClipDistance[0] = worldcoord.y - uClipHeightBottom;
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gl_ClipDistance[0] = worldcoord.y - uClipHeightBottom;
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gl_ClipDistance[1] = uClipHeightTop - worldcoord.y;
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gl_ClipDistance[1] = uClipHeightTop - worldcoord.y;
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gl_ClipDistance[2] = worldcoord.y - uClipSplit.x;
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gl_ClipDistance[3] = uClipSplit.y - worldcoord.y;
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}
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}
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@ -7,6 +7,7 @@ precision highp float;
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uniform vec4 uCameraPos;
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uniform vec4 uCameraPos;
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uniform int uTextureMode;
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uniform int uTextureMode;
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uniform float uClipHeightTop, uClipHeightBottom;
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uniform float uClipHeightTop, uClipHeightBottom;
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uniform vec2 uClipSplit;
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uniform float uAlphaThreshold;
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uniform float uAlphaThreshold;
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@ -29,6 +30,9 @@ uniform vec4 uGlowTopColor;
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uniform vec4 uGlowBottomPlane;
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uniform vec4 uGlowBottomPlane;
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uniform vec4 uGlowBottomColor;
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uniform vec4 uGlowBottomColor;
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uniform vec4 uSplitTopPlane;
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uniform vec4 uSplitBottomPlane;
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// Lighting + Fog
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// Lighting + Fog
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uniform vec4 uLightAttr;
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uniform vec4 uLightAttr;
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#define uLightLevel uLightAttr.a
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#define uLightLevel uLightAttr.a
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