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@@ -6,7 +6,7 @@ varying vec3 vLightFront;
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#ifdef DOUBLE_SIDED
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- varying vec3 vLightBack;
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+ varying vec3 vLightBack;
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#endif
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@@ -31,48 +31,46 @@ varying vec3 vLightFront;
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void main() {
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- vec4 diffuseColor = vec4( diffuse, opacity );
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- ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );
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- vec3 totalEmissiveLight = emissive;
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+ vec4 diffuseColor = vec4( diffuse, opacity );
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+ ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );
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+ vec3 totalEmissiveLight = emissive;
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- #include <logdepthbuf_fragment>
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- #include <map_fragment>
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- #include <color_fragment>
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- #include <alphamap_fragment>
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- #include <alphatest_fragment>
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- #include <specularmap_fragment>
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- #include <emissivemap_fragment>
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+ #include <logdepthbuf_fragment>
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+ #include <map_fragment>
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+ #include <color_fragment>
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+ #include <alphamap_fragment>
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+ #include <alphatest_fragment>
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+ #include <specularmap_fragment>
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+ #include <emissivemap_fragment>
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- // accumulation
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- reflectedLight.indirectDiffuse = getAmbientLightIrradiance( ambientLightColor );
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+ // accumulation
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+ reflectedLight.indirectDiffuse = getAmbientLightIrradiance( ambientLightColor );
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- #include <lightmap_fragment>
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+ #include <lightmap_fragment>
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- reflectedLight.indirectDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb );
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+ reflectedLight.indirectDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb );
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- #ifdef DOUBLE_SIDED
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+ #ifdef DOUBLE_SIDED
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- reflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;
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+ reflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;
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- #else
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+ #else
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- reflectedLight.directDiffuse = vLightFront;
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+ reflectedLight.directDiffuse = vLightFront;
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- #endif
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+ #endif
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- reflectedLight.directDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ) * getShadowMask();
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+ reflectedLight.directDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ) * getShadowMask();
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- // modulation
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- #include <aomap_fragment>
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+ // modulation
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+ #include <aomap_fragment>
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- vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveLight;
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+ vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveLight;
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- #include <envmap_fragment>
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+ #include <envmap_fragment>
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+ #include <linear_to_gamma_fragment>
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+ #include <fog_fragment>
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- #include <linear_to_gamma_fragment>
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-
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- #include <fog_fragment>
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-
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- gl_FragColor = vec4( outgoingLight, diffuseColor.a );
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+ gl_FragColor = vec4( outgoingLight, diffuseColor.a );
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}
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