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@@ -101,8 +101,7 @@ void main()
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vec4 texColor = texture2D(diffuse, gl_TexCoord[0].st);
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vec4 color = diffuse_val + ambient_color;
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- color = clamp((color*vertexColor*texColor) + specular_val, 0.0, 1.0);
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- color.a = diffuse_color.a * texColor.a;
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+ color = clamp((color*vertexColor*texColor) + specular_val, 0.0, 1.0);
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// fog
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const float LOG2 = 1.442695;
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@@ -114,6 +113,9 @@ void main()
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LOG2 );
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fogFactor = clamp(fogFactor, 0.0, 1.0);
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- gl_FragColor = mix(gl_Fog.color, color, fogFactor );
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+
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+ color = mix(gl_Fog.color, color, fogFactor );
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+ color.a = diffuse_color.a * texColor.a;
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+ gl_FragColor = color;
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}
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