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@@ -207,12 +207,12 @@ void PS()
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gl_FragColor = vec4(GetLitFog(finalColor, fogFactor), diffColor.a);
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gl_FragColor = vec4(GetLitFog(finalColor, fogFactor), diffColor.a);
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#endif
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#endif
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#elif defined(DEFERRED)
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#elif defined(DEFERRED)
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- // Fill deferred G-buffer'
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+ // Fill deferred G-buffer
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const vec3 spareData = vec3(0,0,0); // Can be used to pass more data to deferred renderer
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const vec3 spareData = vec3(0,0,0); // Can be used to pass more data to deferred renderer
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- gl_FragData[0] = vec4(spareData, specColor.r);
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- gl_FragData[1] = vec4(diffColor.rgb, specColor.g);
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- gl_FragData[2] = vec4(normal, specColor.b);
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- gl_FragData[3] = vec4(EncodeDepth(vWorldPos.w), roughness);
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+ gl_FragData[0] = vec4(specColor, spareData.r);
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+ gl_FragData[1] = vec4(diffColor.rgb, spareData.g);
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+ gl_FragData[2] = vec4(normal * roughness, spareData.b);
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+ gl_FragData[3] = vec4(EncodeDepth(vWorldPos.w), 0);
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#else
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#else
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// Ambient & per-vertex lighting
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// Ambient & per-vertex lighting
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vec3 finalColor = vVertexLight * diffColor.rgb;
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vec3 finalColor = vVertexLight * diffColor.rgb;
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