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@@ -133,6 +133,9 @@ uniform sampler2D normal_map;
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uniform sampler2D specular_map;
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uniform sampler2D height_map;
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uniform sampler2D environment_map;
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+uniform vec3 diffuse_color;
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+uniform vec3 specular_color;
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+uniform float shininess;
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varying vec3 normal_v2f;
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varying vec3 tangent_v2f;
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@@ -184,9 +187,9 @@ void main()
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_diff_color = texture2D( diffuse_map, _super_tex_coords ).rgb;
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#endif
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- _diff_color *= gl_FrontMaterial.diffuse.rgb;
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+ _diff_color *= diffuse_color.rgb;
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#else
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- _diff_color = gl_FrontMaterial.diffuse.rgb;
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+ _diff_color = diffuse_color.rgb;
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#endif
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@@ -234,10 +237,10 @@ void main()
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// has specular map
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#if defined( _SPECULAR_MAPPING_ )
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- vec4 _specular = vec4(texture2D( specular_map, _super_tex_coords ).rgb * gl_FrontMaterial.specular.rgb, gl_FrontMaterial.shininess);
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+ vec4 _specular = vec4(texture2D( specular_map, _super_tex_coords ).rgb * specular_color, shininess);
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// no specular map
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#else
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- vec4 _specular = vec4(gl_FrontMaterial.specular.rgb, gl_FrontMaterial.shininess);
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+ vec4 _specular = vec4(specular_color, shininess);
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#endif
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