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@@ -45,6 +45,9 @@ attribute vec3 inNormal;
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#else
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varying vec3 specularAccum;
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varying vec4 diffuseAccum;
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+ #ifdef COLORRAMP
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+ uniform sampler2D m_ColorRamp;
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+ #endif
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#endif
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#ifdef USE_REFLECTION
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@@ -160,14 +163,14 @@ void main(){
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#if __VERSION__ >= 110
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}
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#endif
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- vec2 v = computeLighting(wvNormal, viewDir, lightDir.xyz, lightDir.w * spotFallOff, m_Shininess);
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+ vec2 light = computeLighting(wvNormal, viewDir, lightDir.xyz, lightDir.w * spotFallOff, m_Shininess);
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#ifdef COLORRAMP
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- diffuseAccum += texture2D(m_ColorRamp, vec2(light.x, 0.0)).rgb * diffuseColor;
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- specularAccum += texture2D(m_ColorRamp, vec2(light.y, 0.0)).rgb * specularColor;
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+ diffuseAccum.rgb += texture2D(m_ColorRamp, vec2(light.x, 0.0)).rgb * diffuseColor.rgb;
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+ specularAccum.rgb += texture2D(m_ColorRamp, vec2(light.y, 0.0)).rgb * specularColor;
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#else
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- diffuseAccum += v.x * diffuseColor;
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- specularAccum += v.y * specularColor;
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+ diffuseAccum.rgb += light.x * diffuseColor.rgb;
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+ specularAccum.rgb += light.y * specularColor;
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#endif
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}
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#endif
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