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@@ -19,6 +19,10 @@
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uniform vec4 g_LightData[NB_LIGHTS];
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uniform vec4 g_LightData[NB_LIGHTS];
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uniform vec3 g_CameraPosition;
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uniform vec3 g_CameraPosition;
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+#ifdef USE_FOG
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+ #import "MatDefs/ShaderLib/MaterialFog.glsllib"
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+#endif
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+
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void main(){
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void main(){
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vec3 wpos = PBRLightingUtils_getWorldPosition();
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vec3 wpos = PBRLightingUtils_getWorldPosition();
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vec3 worldViewDir = normalize(g_CameraPosition - wpos);
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vec3 worldViewDir = normalize(g_CameraPosition - wpos);
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@@ -54,6 +58,10 @@ void main(){
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gl_FragColor.rgb += surface.envLightContribution;
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gl_FragColor.rgb += surface.envLightContribution;
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gl_FragColor.rgb += surface.emission;
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gl_FragColor.rgb += surface.emission;
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gl_FragColor.a = surface.alpha;
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gl_FragColor.a = surface.alpha;
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+
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+ #ifdef USE_FOG
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+ gl_FragColor = MaterialFog_calculateFogColor(vec4(gl_FragColor));
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+ #endif
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//outputs the final value of the selected layer as a color for debug purposes.
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//outputs the final value of the selected layer as a color for debug purposes.
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#ifdef DEBUG_VALUES_MODE
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#ifdef DEBUG_VALUES_MODE
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