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@@ -5,7 +5,6 @@ uniform mat4 g_ViewMatrix;
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uniform vec4 g_LightColor;
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uniform vec4 g_LightColor;
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uniform vec4 g_LightPosition;
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uniform vec4 g_LightPosition;
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-uniform vec4 g_LightDirection;
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uniform vec4 g_AmbientLightColor;
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uniform vec4 g_AmbientLightColor;
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uniform float m_Shininess;
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uniform float m_Shininess;
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@@ -24,8 +23,7 @@ varying vec3 vnViewDir;
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varying vec4 vLightDir;
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varying vec4 vLightDir;
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varying vec4 vnLightDir;
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varying vec4 vnLightDir;
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-varying vec4 lightVec;
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-varying vec4 spotVec;
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+varying vec3 lightVec;
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varying vec4 AmbientSum;
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varying vec4 AmbientSum;
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varying vec4 DiffuseSum;
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varying vec4 DiffuseSum;
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@@ -92,9 +90,9 @@ void main(){
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#endif
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#endif
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//computing spot direction in view space and unpacking spotlight cos
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//computing spot direction in view space and unpacking spotlight cos
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- spotVec=(g_ViewMatrix *vec4(g_LightDirection.xyz,0.0) );
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- spotVec.w=floor(g_LightDirection.w)*0.001;
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- lightVec.w = fract(g_LightDirection.w);
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+ // spotVec=(g_ViewMatrix *vec4(g_LightDirection.xyz,0.0) );
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+ // spotVec.w=floor(g_LightDirection.w)*0.001;
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+ // lightVec.w = fract(g_LightDirection.w);
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AmbientSum = vec4(0.2, 0.2, 0.2, 1.0) * g_AmbientLightColor; // Default: ambient color is dark gray
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AmbientSum = vec4(0.2, 0.2, 0.2, 1.0) * g_AmbientLightColor; // Default: ambient color is dark gray
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DiffuseSum = lightColor;
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DiffuseSum = lightColor;
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