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@@ -14,7 +14,7 @@ varying vec3 SpecularSum;
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#ifndef VERTEX_LIGHTING
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#ifndef VERTEX_LIGHTING
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uniform vec4 g_LightDirection;
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uniform vec4 g_LightDirection;
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- varying vec3 vPosition;
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+ //varying vec3 vPosition;
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varying vec3 vViewDir;
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varying vec3 vViewDir;
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varying vec4 vLightDir;
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varying vec4 vLightDir;
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varying vec3 lightVec;
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varying vec3 lightVec;
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@@ -116,7 +116,7 @@ float lightComputeSpecular(in vec3 norm, in vec3 viewdir, in vec3 lightdir, in f
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#endif
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#endif
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}
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}
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-vec2 computeLighting(in vec3 wvPos, in vec3 wvNorm, in vec3 wvViewDir, in vec3 wvLightDir){
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+vec2 computeLighting(in vec3 wvNorm, in vec3 wvViewDir, in vec3 wvLightDir){
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float diffuseFactor = lightComputeDiffuse(wvNorm, wvLightDir, wvViewDir);
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float diffuseFactor = lightComputeDiffuse(wvNorm, wvLightDir, wvViewDir);
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float specularFactor = lightComputeSpecular(wvNorm, wvViewDir, wvLightDir, m_Shininess);
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float specularFactor = lightComputeSpecular(wvNorm, wvViewDir, wvLightDir, m_Shininess);
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@@ -250,7 +250,7 @@ void main(){
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vec4 lightDir = vLightDir;
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vec4 lightDir = vLightDir;
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lightDir.xyz = normalize(lightDir.xyz);
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lightDir.xyz = normalize(lightDir.xyz);
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- vec2 light = computeLighting(vPosition, normal, vViewDir.xyz, lightDir.xyz) * spotFallOff;
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+ vec2 light = computeLighting(normal, vViewDir.xyz, lightDir.xyz) * spotFallOff;
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#ifdef COLORRAMP
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#ifdef COLORRAMP
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diffuseColor.rgb *= texture2D(m_ColorRamp, vec2(light.x, 0.0)).rgb;
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diffuseColor.rgb *= texture2D(m_ColorRamp, vec2(light.x, 0.0)).rgb;
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specularColor.rgb *= texture2D(m_ColorRamp, vec2(light.y, 0.0)).rgb;
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specularColor.rgb *= texture2D(m_ColorRamp, vec2(light.y, 0.0)).rgb;
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